BlackICE Scripting

class

EquipmentSystemPlayerData

  • 17 properties
  • 253 functions

Extends IScriptable ISerializable

Properties

PropertyTypeOffset
ownerWeakHandle<ScriptedPuppet>0x0 scripted
ownerIDent.EntityID0x10 scripted
equipmentgame.SLoadout0x18 scripted
lastUsedStructgame.SLastUsedWeapon0x38 scripted
slotActiveItemsInHandsgame.SSlotActiveItems0x78 scripted
clothingSlotsInfogame.SSlotInfo[]0x98 scripted
clothingVisualsInfogame.SSlotVisualInfo[]0xA8 scripted
visualUnequipTransitionbool0xB8 scripted
wardrobeDisabledbool0xB9 scripted
lastActiveWardrobeSetgame.WardrobeClothingSetIndex0xBA scripted
visualTagProcessingInfogame.SVisualTagProcessing[]0xC0 scripted
eventsSentint0xD0 scripted
hotkeysHotkey?[]0xD8 scripted
inventoryManagerInventoryDataManagerV2?0xE8 scripted
wardrobeSystemgame.WardrobeSystem?0xF8 scripted
equipPendingbool0x108 scripted
equipAreaIndexCacheint[]0x110 scripted

Functions

  • void OnAttach() RTTI
  • void OnDetach() RTTI
  • void OnInitialize() RTTI
  • void OnRestored() RTTI
  • void HotkeysOnRestore() RTTI
  • void TryFillCyberwareHotkey() RTTI
  • void SetOwner(ScriptedPuppet owner) RTTI
  • WeakHandle<ScriptedPuppet> GetOwner() RTTI
  • ent.EntityID GetOwnerID() RTTI
  • game.SLoadout GetEquipment() RTTI
  • game.SLastUsedWeapon GetLastUsedStruct() RTTI
  • void ClearLastUsedStruct() RTTI
  • game.SSlotActiveItems GetSlotActiveItemStruct() RTTI
  • void GetPlayerEquipmentAreas(out WeakHandle<game.data.EquipmentArea_Record>[] list) RTTI
  • game.data.EquipmentArea_Record? GetEquipAreaRecordByType(game.data.EquipmentArea areaType) RTTI
  • void InitializeEquipment() RTTI
  • void InitializeEquipmentArea(game.data.EquipmentArea_Record equipAreaRecord, out game.SEquipArea equipArea) RTTI
  • void InitializeEquipSlotsFromRecords(WeakHandle<game.data.EquipSlot_Record>[] slotRecords, out game.SEquipSlot[] equipSlots) RTTI
  • void InitializeEquipSlotFromRecord(game.data.EquipSlot_Record slotRecord, out game.SEquipSlot equipSlot) RTTI
  • void RestoreEquipSlotsData(out game.SEquipArea equipArea) RTTI
  • void InitializeEquipmentAreaIndexCache() RTTI
  • void InitializeClothingSlotsInfo() RTTI
  • void InitializeClothingOverrideInfo() RTTI
  • bool IsClothingVisualsInfoEmpty() RTTI
  • game.SSlotInfo CreateSlotInfo(game.data.EquipmentArea area, string slot, CName visualTag) RTTI
  • game.SSlotVisualInfo CreateClothingVisualSlotInfo(game.data.EquipmentArea area) RTTI
  • bool IsEquipPending() RTTI
  • void EquipItem(game.ItemID itemID, bool? blockActiveSlotsUpdate, bool? forceEquipWeapon) RTTI
  • void EquipItem(game.ItemID itemID, int slotIndex, bool? blockActiveSlotsUpdate, bool? forceEquipWeapon) RTTI
  • bool AddItemToSlot(game.TransactionSystem transactionSystem, TDBID slot, game.ItemID itemID, game.data.EquipmentArea area) RTTI
  • bool AddVisualItemToSlot(game.TransactionSystem transactionSystem, game.data.EquipmentArea area) RTTI
  • void SendPaperdollUpdate(game.SEquipArea area, bool equipped, TDBID slot, int? slotindex, bool? ignoreSlot, bool? force) RTTI
  • void SendEquipAudioEvents(game.ItemID itemID) RTTI
  • void UnequipFootwearAudio() RTTI
  • void UnequipOutfitFootwearAudio() RTTI
  • void UnequipAllFoleyAudio() RTTI
  • void SendUnequipAudioEvents(game.ItemID itemID) RTTI
  • void EquipVisuals(game.ItemID item) RTTI
  • void UnequipVisuals(game.data.EquipmentArea area) RTTI
  • void ClearVisuals(game.data.EquipmentArea area) RTTI
  • void ClearPreviewItem(game.data.EquipmentArea area) RTTI
  • bool IsTransmogBlockedOnSlot(game.data.EquipmentArea area) RTTI
  • void QuestHideSlot(game.data.EquipmentArea area) RTTI
  • void QuestRestoreSlot(game.data.EquipmentArea area) RTTI
  • void ChangeAppearanceToItem(game.ItemID item) RTTI
  • void ProcessGadgetsTutorials(game.ItemID item) RTTI
  • void OnEquipProcessVisualTags(game.ItemID itemID) RTTI
  • int GetSlotsInfoIndex(CName tag) RTTI
  • void ClearItemAppearanceEvent(game.data.EquipmentArea areaType) RTTI
  • void OnClearItemAppearance(game.ItemID resetItemID) RTTI
  • void ClearItemAppearance(game.data.EquipmentArea area) RTTI
  • void OnUnequipProcessVisualTags(game.ItemID currentItem, bool? forceIfHidden) RTTI
  • void OnUnequipUpdateVisuals(game.ItemID currentItem, game.data.EquipmentArea area) RTTI
  • void ResetItemAppearanceEvent(game.data.EquipmentArea area) RTTI
  • void OnResetItemAppearance(game.ItemID resetItemID) RTTI
  • void ResetItemAppearance(game.data.EquipmentArea area, bool? force) RTTI
  • void UpdateInnerChest() RTTI
  • void UpdateVisualTagProcessingInfo(game.data.EquipmentArea area, bool show) RTTI
  • void FinalizeVisualTagProcessing() RTTI
  • bool IsSlotHidden(game.data.EquipmentArea area) RTTI
  • bool ShouldSlotBeHidden(game.data.EquipmentArea area) RTTI
  • game.ItemID GetSlotOverridenVisualItem(game.data.EquipmentArea area) RTTI
  • bool IsUnderwearHidden() RTTI
  • bool EvaluateUnderwearTopHiddenState() RTTI
  • void HideItem(game.data.EquipmentArea area, bool hide) RTTI
  • TDBID GetPlacementSlotByAreaType(game.data.EquipmentArea area) RTTI
  • CName GetVisualTagByAreaType(game.data.EquipmentArea area) RTTI
  • game.data.EquipmentArea GetAreaTypeByVisualTag(CName tag) RTTI
  • bool IsVisualTagValid(CName tag) RTTI
  • bool IsVisualTagActive(CName tag) RTTI
  • bool IsPartialVisualTagActive(game.ItemID itemID, game.TransactionSystem transactionSystem) RTTI
  • bool ShouldUnderwearBeVisible(game.ItemID unequippedItem) RTTI
  • bool ShouldUnderwearBeVisibleInSet() RTTI
  • bool HasUnderwearVisualTags(game.ItemID item) RTTI
  • bool EvaluateUnderwearVisibility(game.ItemID unequippedItem) RTTI
  • bool ShouldUnderwearTopBeVisible(game.ItemID unequippedItem) RTTI
  • bool ShouldUnderwearTopBeVisibleInSet() RTTI
  • bool EvaluateUnderwearTopVisibility(game.ItemID unequippedItem) RTTI
  • void UnderwearEquipFailsafe() RTTI
  • void UnderwearTopEquipFailsafe() RTTI
  • void OnUnderwearEquipFailsafe(bool bottom) RTTI
  • game.ClothingSet? GetActiveWardrobeSet() RTTI
  • void OnQuestDisableWardrobeSetRequest(QuestDisableWardrobeSetRequest request) RTTI
  • void OnQuestRestoreWardrobeSetRequest(QuestRestoreWardrobeSetRequest request) RTTI
  • void OnQuestEnableWardrobeSetRequest(QuestEnableWardrobeSetRequest request) RTTI
  • void EquipWardrobeSet(game.WardrobeClothingSetIndex setID) RTTI
  • game.ClothingSet? FindWardrobeClothingSetByID(game.WardrobeClothingSetIndex setID) RTTI
  • void UnequipWardrobeSet() RTTI
  • void DeleteWardrobeSet(game.WardrobeClothingSetIndex setID) RTTI
  • bool IsVisualSetActive() RTTI
  • bool IsVisualSetUnequipInTransition() RTTI
  • bool IsSlotOverriden(game.data.EquipmentArea area) RTTI
  • int GetVisualSetIndex(game.data.EquipmentArea area) RTTI
  • int GetVisualSlotIndex(game.data.EquipmentArea area, bool? excludeUnderwear) RTTI
  • game.ItemID GetVisualItemInSlot(game.data.EquipmentArea area) RTTI
  • bool IsUnderwear(game.data.EquipmentArea area) RTTI
  • bool IsWardrobeEnabled() RTTI
  • CName GetHighestPriorityMovementAudio() RTTI
  • bool IsItemAWeapon(game.ItemID item) RTTI
  • bool IsItemOfCategory(game.ItemID item, game.data.ItemCategory category) RTTI
  • bool IsItemConstructed(game.ItemID item) RTTI
  • bool IsEquippable(WeakHandle<game.ItemData> itemData) RTTI
  • bool IsItemInHotkey(game.ItemID itemID) RTTI
  • game.EHotkey GetHotkeyTypeForItemID(game.ItemID itemID) RTTI
  • game.EHotkey GetHotkeyTypeFromItemID(game.ItemID itemID) RTTI
  • game.ItemID GetItemIDFromHotkey(game.EHotkey hotkey) RTTI
  • bool CheckEquipPrereqs(game.ItemID itemID, int randomVariant) RTTI
  • bool AssignNextValidItemToHotkey(game.ItemID currentItem) RTTI
  • void OnHotkeyRefreshRequest(HotkeyRefreshRequest request) RTTI
  • void OnHotkeyAssignmentRequest(HotkeyAssignmentRequest request) RTTI
  • void OnAssignHotkeyIfEmptySlot(AssignHotkeyIfEmptySlot request) RTTI
  • void AssignItemToHotkey(game.ItemID newID, game.EHotkey hotkey) RTTI
  • void ClearItemFromHotkey(game.EHotkey hotkey) RTTI
  • void SyncHotkeyData(game.EHotkey hotkey) RTTI
  • bool ShouldPickedUpItemBeAddedToHotkey(game.ItemID itemID, out game.EHotkey hotkey) RTTI
  • game.ItemID GetNextItemInList(game.ItemID[] arr, int fromIndex) RTTI
  • void UnequipItem(game.ItemID itemID) RTTI
  • void UnequipItem(int equipAreaIndex, int slotIndex, bool? forceRemove) RTTI
  • void ClearEquipment() RTTI
  • void HandleStrongArmsEquip(game.ItemID armsCWID) RTTI
  • void UnequipCyberwareParts(WeakHandle<game.ItemData> cyberwareData) RTTI
  • void HandleArmsCWUnequip(PlayerPuppet owner) RTTI
  • game.ItemID EquipBaseFists() RTTI
  • void ApplyEquipGLPs(game.ItemID itemID) RTTI
  • void RemoveEquipGLPs(game.ItemID itemID) RTTI
  • void ApplySlotGLPs(TDBID equipSlotID) RTTI
  • void RemoveSlotGLPs(TDBID equipSlotID) RTTI
  • WeakHandle<game.data.GameplayLogicPackage_Record>[] GetSlotGLPs(TDBID equipSlotID) RTTI
  • WeakHandle<game.data.GameplayLogicPackage_Record>[] GetItemGLPs(TDBID itemID) RTTI
  • game.ItemID GetLastUsedItemID(ELastUsed lastUsedWeaponType) RTTI
  • void SetLastUsedItem(game.ItemID item) RTTI
  • void SetSlotActiveItem(EquipmentManipulationRequestSlot slot, game.ItemID item) RTTI
  • game.ItemID GetSlotActiveItem(EquipmentManipulationRequestSlot slot) RTTI
  • void RemoveItemFromSlotActiveItem(game.ItemID item) RTTI
  • void DrawItem(game.ItemID itemToDraw, game.EquipAnimationType drawAnimationType) RTTI
  • void SaveEquipmentSet(string setName, game.EquipmentSetType setType) RTTI
  • void LoadEquipmentSet(string setName) RTTI
  • void DeleteEquipmentSet(string setName) RTTI
  • int GetEquipAreaIndex(TDBID equipAreaID) RTTI
  • int GetEquipAreaIndex(game.data.EquipmentArea areaType) RTTI
  • game.SEquipArea GetEquipArea(game.data.EquipmentArea areaType) RTTI
  • game.ItemID GetActiveItemID(int equipAreaIndex) RTTI
  • game.SEquipArea GetEquipAreaFromItemID(game.ItemID item) RTTI
  • game.ItemID GetItemInEquipSlot(int equipAreaIndex, int slotIndex) RTTI
  • int GetNextActiveItemIndex(int equipAreaIndex) RTTI
  • int GetNextActiveItemIndex(int equipAreaIndex, CName[] requiredTags) RTTI
  • bool CheckTagsInItem(game.ItemID itemID, CName[] requiredTags) RTTI
  • TDBID GetPlacementSlot(int equipAreaIndex, int slotIndex) RTTI
  • bool HasItemInInventory(game.ItemID item) RTTI
  • bool HasItemEquipped(int equipAreaIndex, int? slotIndex) RTTI
  • int GetSlotIndex(game.ItemID itemID) RTTI
  • int GetSlotIndex(game.ItemID itemID, game.data.EquipmentArea equipAreaType) RTTI
  • bool IsSlotLocked(game.data.EquipmentArea equipAreaType, int index, out bool visibleWhenLocked) RTTI
  • bool IsSlotLocked(game.SEquipSlot slot, out bool visibleWhenLocked) RTTI
  • CName GetOwnerGender() RTTI
  • CName GetItemAppearanceForGender(game.ItemID itemID) RTTI
  • game.ItemID GetItemInEquipSlot(game.data.EquipmentArea areaType, int slotIndex) RTTI
  • int GetNumberOfSlots(game.data.EquipmentArea areaType, bool? includeLocked) RTTI
  • int GetNumberOfItemsInEquipmentArea(game.data.EquipmentArea areaType) RTTI
  • int GetNumberEquippedWeapons() RTTI
  • game.ItemID[] GetEquippedQuestItems() RTTI
  • game.ItemID GetActiveItem(game.data.EquipmentArea equipArea) RTTI
  • game.ItemObject? GetActiveWeaponObject(game.data.EquipmentArea equipArea) RTTI
  • game.ItemID GetNextActiveItem(game.data.EquipmentArea equipArea) RTTI
  • game.ItemID GetActiveConsumable() RTTI
  • game.ItemID GetNextWeaponWheelItem() RTTI
  • game.ItemID GetActiveHeavyWeapon() RTTI
  • game.ItemID GetActiveGadget() RTTI
  • game.ItemID GetActiveCyberware() RTTI
  • game.SEquipSlot[] GetAllAbilityCyberwareSlots() RTTI
  • game.data.EquipmentArea[] GetAllCyberwareEquipmentAreas() RTTI
  • game.ItemID GetActiveMeleeWare() RTTI
  • bool IsEquipped(game.ItemID item) RTTI
  • bool IsEquipped(game.ItemID item, game.data.EquipmentArea equipmentArea) RTTI
  • bool IsSideUpgradeEquipped(game.ItemID itemID) RTTI
  • game.ItemID GetOriginalItemIDFromSideUpgrade(game.ItemID sideUpgradeID) RTTI
  • game.ItemID GetLastUsedWeaponItemID() RTTI
  • game.ItemID GetActiveWeaponToUnequip() RTTI
  • game.ItemID GetActiveWeapon() RTTI
  • game.ItemID GetSlotActiveWeapon() RTTI
  • game.ItemID GetFirstMeleeWeaponItemID() RTTI
  • game.ItemID GetLastUsedMeleeWeaponItemID() RTTI
  • game.ItemID GetLastUsedOrFirstAvailableWeapon() RTTI
  • game.ItemID GetLastUsedOrFirstAvailableRangedWeapon() RTTI
  • game.ItemID GetLastUsedOrFirstAvailableMeleeWeapon() RTTI
  • game.ItemID GetLastUsedOrFirstAvailableOneHandedRangedWeapon() RTTI
  • game.ItemID GetLastUsedOrFirstAvailableDriverCombatWeapon(CName driverCombatWeaponTag) RTTI
  • game.ItemID GetWeaponSlotItem(int weaponSlot) RTTI
  • game.ItemID GetNextThrowableWeapon() RTTI
  • game.ItemID CycleWeapon(bool cycleNext, bool onlyCheck) RTTI
  • bool CheckWeaponAgainstGameplayRestrictions(game.ItemID weaponItem, bool? suppressDriverWarnings) RTTI
  • void RequestEquipmentStateMachine(EquipmentManipulationRequestType reqType, EquipmentManipulationRequestSlot reqSlot, game.EquipAnimationType equipAnim, CName referenceName, CName requestName) RTTI
  • void SendPSMWeaponManipulationRequest(EquipmentManipulationRequestType reqType, EquipmentManipulationRequestSlot reqSlot, game.EquipAnimationType equipAnim) RTTI
  • game.ItemID FindItemInEquipArea(game.ItemID item, game.data.EquipmentArea area) RTTI
  • game.ItemID FindItemInEquipAreaByTag(CName tag, game.data.EquipmentArea area) RTTI
  • void RemoveItemFromEquipSlot(game.ItemID item) RTTI
  • void UpdateWeaponWheel() RTTI
  • void ClearAllWeaponSlots() RTTI
  • void UpdateQuickWheel() RTTI
  • void GetItemsByEquipAreaAndItemType(game.data.EquipmentArea equipmentArea, game.data.ItemType itemType, game.SEquipSlot[] outItems) RTTI
  • void GetAllAbilityCyberwareSlotsByEquipmentArea(game.data.EquipmentArea equipmentArea, game.SEquipSlot[] outCyberwareList) RTTI
  • game.ItemID GetFistsItemID() RTTI
  • game.ItemID GetBaseFistsItemID() RTTI
  • game.ItemID GetMeleewareOrFistsItemID() RTTI
  • void UpdateActiveWheelItem(game.ItemID itemID) RTTI
  • void UpdateEquipAreaActiveIndex(game.ItemID newCurrentItem) RTTI
  • void UpdateEquipmentUIBB(SPaperdollEquipData paperDollEqData, bool? forceFire) RTTI
  • void UpdateUIBBAreaChanged(game.data.EquipmentArea equipmentArea, int slotIndex) RTTI
  • game.SEquipArea[] GetPaperDollEquipAreas() RTTI
  • game.ItemID[] GetPaperDollItems() RTTI
  • game.data.EquipmentArea[] GetPaperDollSlots() RTTI
  • bool ShouldShowGenitals() RTTI
  • bool IsBuildCensored() RTTI
  • void OnEquipRequest(game.EquipRequest request) RTTI
  • void OnGameplayEquipRequest(GameplayEquipRequest request) RTTI
  • void OnGameplayEquipProgramsRequest(GameplayEquipProgramsRequest request) RTTI
  • void ProcessEquipRequest(WeakHandle<game.Object> owner, int slotIndex, bool addToInventory, game.ItemID itemID, bool equipToCurrentActiveSlot, bool? blockUpdateWeaponActiveSlots, bool? forceEquipWeapon, float? extraQuality) RTTI
  • void OnEquipVisualsRequest(EquipVisualsRequest request) RTTI
  • void OnUnequipVisualsRequest(UnequipVisualsRequest request) RTTI
  • void OnAssignToCyberwareWheelRequest(AssignToCyberwareWheelRequest request) RTTI
  • void OnUnequipRequest(UnequipRequest request) RTTI
  • void OnUnequipItemsRequest(UnequipItemsRequest request) RTTI
  • void OnUnequipByTDBIDRequest(game.UnequipByTDBIDRequest request) RTTI
  • void OnInstallCyberwareRequest(InstallCyberwareRequest request) RTTI
  • void OnUninstallCyberwareRequest(UninstallCyberwareRequest request) RTTI
  • void OnReplaceEquipmentRequest(ReplaceEquipmentRequest request) RTTI
  • void OnDrawItemRequest(game.DrawItemRequest request) RTTI
  • void OnPartInstallRequest(PartInstallRequest request) RTTI
  • void OnPartUninstallRequest(PartUninstallRequest request) RTTI
  • void OnClearEquipmentRequest(ClearEquipmentRequest request) RTTI
  • void OnSaveEquipmentSetRequest(SaveEquipmentSetRequest request) RTTI
  • void OnLoadEquipmentSetRequest(LoadEquipmentSetRequest request) RTTI
  • void OnDeleteEquipmentSetRequest(DeleteEquipmentSetRequest request) RTTI
  • void OnEquipmentUIBBRequest(EquipmentUIBBRequest request) RTTI
  • void OnCheckRemovedItemWithSlotActiveItem(CheckRemovedItemWithSlotActiveItem request) RTTI
  • void OnSynchronizeAttachmentSlotRequest(game.SynchronizeAttachmentSlotRequest request) RTTI
  • void OnEquipmentSystemWeaponManipulationRequest(EquipmentSystemWeaponManipulationRequest request) RTTI
  • void UnequipPrereqItems() RTTI
  • game.ItemID[] GetEquippedClothesAndWeapons() RTTI
  • void OnClearAllWeaponSlotsRequest(ClearAllWeaponSlotsRequest request) RTTI
  • void CreateUnequipWeaponManipulationRequest() RTTI
  • void CreateUnequipGadgetWeaponManipulationRequest() RTTI
  • void CreateUnequipConsumableWeaponManipulationRequest() RTTI
  • bool IsEquipmentManipulationAnUnequipRequest(EquipmentManipulationAction eqManipulationAction) RTTI
  • EquipmentManipulationRequestSlot GetRequestSlotFromEquipmentManipulationAction(EquipmentManipulationAction eqManipulationAction) RTTI
  • EquipmentManipulationRequestSlot GetRequestSlotFromItemID(game.ItemID item) RTTI
  • game.ItemID GetItemIDfromEquipmentManipulationAction(EquipmentManipulationAction eqManipulationAction) RTTI
  • bool CheckCyberwareItemForActivatedAction(game.ItemID item) RTTI
  • void OnSetActiveItemInEquipmentArea(SetActiveItemInEquipmentArea request) RTTI
  • void CheckCyberjunkieAchievement() RTTI
  • WeakHandle<InventoryDataManagerV2> GetInventoryManager() RTTI
  • static void ForceQualityAndDuplicateStatsShard(PlayerPuppet owner, game.ItemID originalItemID, game.ItemID destinationItemID) staticRTTI global
  • static void UpdateArmSlot(PlayerPuppet owner, game.ItemID itemToDraw, bool equipHolsteredItem) staticRTTI global