Dayz Explorer 1.29.162510
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HumanInventory Class Reference

inventory for plain man/human More...

Inheritance diagram for HumanInventory:
GameInventory HumanInventoryWithFSM

Protected Member Functions

bool ReplaceItemInElsewhereWithNewinHandsImpl (InventoryMode mode, HandEventBase e)
bool ReplaceItemInHandsWithNewImpl (InventoryMode mode, HandEventBase e)
bool ReplaceItemInHandsWithNew (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
bool ReplaceItemInHandsWithNewElsewhere (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)
bool SwappingToPreviousLocation (EntityAI item1, EntityAI item2, out InventoryLocation dst)
void HandleInventoryManipulation ()
void Update (float delta_time)
bool ValidateUserReservationCancel (inout Serializer ctx, InventoryValidation validation)
bool PostDeferredEventTakeToDst (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
bool PostDeferredForceSwapEntities (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)
bool OnInventoryCheck (int userDataType, ParamsReadContext ctx)

Detailed Description

inventory for plain man/human

HumanInventory has simple synchronous operations only, i.e. no animations are involved while adding/removing/swapping to/from hands.

Animations are added on higher level of hierarchy (DayZPlayerInventory for example)

Definition at line 9 of file humaninventory.c.

Member Function Documentation

◆ HandleInventoryManipulation()

void HumanInventory::HandleInventoryManipulation ( )
protected

◆ OnInventoryCheck()

bool HumanInventory::OnInventoryCheck ( int userDataType,
ParamsReadContext ctx )
protected

Definition at line 642 of file humaninventory.c.

◆ PostDeferredEventTakeToDst()

bool HumanInventory::PostDeferredEventTakeToDst ( InventoryMode mode,
notnull InventoryLocation src,
notnull InventoryLocation dst )
protected

Definition at line 631 of file humaninventory.c.

◆ PostDeferredForceSwapEntities()

bool HumanInventory::PostDeferredForceSwapEntities ( InventoryMode mode,
notnull EntityAI item1,
notnull EntityAI item2,
notnull InventoryLocation dst1,
notnull InventoryLocation dst2 )
protected

Definition at line 637 of file humaninventory.c.

◆ ReplaceItemInElsewhereWithNewinHandsImpl()

bool HumanInventory::ReplaceItemInElsewhereWithNewinHandsImpl ( InventoryMode mode,
HandEventBase e )
protected

Definition at line 476 of file humaninventory.c.

◆ ReplaceItemInHandsWithNew()

bool HumanInventory::ReplaceItemInHandsWithNew ( InventoryMode mode,
ReplaceItemWithNewLambdaBase lambda )
protected

Definition at line 541 of file humaninventory.c.

◆ ReplaceItemInHandsWithNewElsewhere()

bool HumanInventory::ReplaceItemInHandsWithNewElsewhere ( InventoryMode mode,
ReplaceItemWithNewLambdaBase lambda )
protected

Definition at line 547 of file humaninventory.c.

◆ ReplaceItemInHandsWithNewImpl()

bool HumanInventory::ReplaceItemInHandsWithNewImpl ( InventoryMode mode,
HandEventBase e )
protected

Definition at line 511 of file humaninventory.c.

◆ SwappingToPreviousLocation()

bool HumanInventory::SwappingToPreviousLocation ( EntityAI item1,
EntityAI item2,
out InventoryLocation dst )
protected

Definition at line 553 of file humaninventory.c.

◆ Update()

void HumanInventory::Update ( float delta_time)
protected

Definition at line 593 of file humaninventory.c.

◆ ValidateUserReservationCancel()

bool HumanInventory::ValidateUserReservationCancel ( inout Serializer ctx,
InventoryValidation validation )
protected

TODO(kumarjac): It returned true and claimed success before, is this correct?

Definition at line 614 of file humaninventory.c.


The documentation for this class was generated from the following file: