InventoryDataManagerV2 class
InventoryDataManagerV2
Inheritance
Base: IScriptable
Derived
None.
Properties
| Property | Type | |
|---|---|---|
owner | WeakHandle<game.ui.HUDGameController> | scripted |
Player | WeakHandle<PlayerPuppet> | scripted |
TransactionSystem | WeakHandle<game.TransactionSystem> | scripted |
EquipmentSystem | WeakHandle<EquipmentSystem> | scripted |
StatsSystem | WeakHandle<game.StatsSystem> | scripted |
ItemModificationSystem | WeakHandle<ItemModificationSystem> | scripted |
LocMgr | UILocalizationMap? | scripted |
InventoryItemsData | game.InventoryItemData[] | scripted |
EquipmentAreaInventoryItemsData | List<game.InventoryItemData[]> | scripted |
InventoryItemsDataWithoutEquipment | game.InventoryItemData[] | scripted |
EquipmentItemsData | game.InventoryItemData[] | scripted |
WeaponItemsData | game.InventoryItemData[] | scripted |
QuickSlotsData | game.InventoryItemData[] | scripted |
ConsumablesSlotsData | game.InventoryItemData[] | scripted |
PartsData | InventoryPartsData[] | scripted |
ToRebuild | bool | scripted |
ToRebuildEquipmentArea | List | scripted |
ToRebuildItemsWithEquipped | bool | scripted |
ToRebuildWeapons | bool | scripted |
ToRebuildEquipment | bool | scripted |
ToRebuildQuickSlots | bool | scripted |
ToRebuildConsumables | bool | scripted |
ActiveWeapon | game.ItemID | scripted |
EquipRecords | game.data.EquipmentArea_Record?[] | scripted |
ItemIconGender | game.ItemIconGender | scripted |
WeaponUIBlackboard | WeakHandle<game.IBlackboard> | scripted |
UIBBEquipmentBlackboard | WeakHandle<game.IBlackboard> | scripted |
UIBBItemModBlackbord | WeakHandle<game.IBlackboard> | scripted |
UIBBEquipment | UI_EquipmentDef? | scripted |
UIBBItemMod | UI_ItemModSystemDef? | scripted |
InventoryBBID | red.CallbackObject? | scripted |
EquipmentBBID | red.CallbackObject? | scripted |
SubEquipmentBBID | red.CallbackObject? | scripted |
ItemModBBID | red.CallbackObject? | scripted |
BBWeaponList | red.CallbackObject? | scripted |
InventoryItemDataWrappers | InventoryItemDataWrapper?[] | scripted |
HashMapCache | ink.ScriptWeakHashMap? | scripted |
uiInventorySystem | WeakHandle<UIInventoryScriptableSystem> | scripted |
Functions
void Initialize(PlayerPuppet player, game.ui.HUDGameController? owner)RTTIvoid UnInitialize()RTTIvoid RegisterToBB()RTTIvoid UnregisterFromBB()RTTIbool OnMarkForRebuild(string value)RTTIbool OnWeaponDataChanged(string value)RTTIint IsTransmogEnabled()RTTIWeakHandle<game.ItemData>[] GetPlayerItems()RTTIWeakHandle<game.TransactionSystem> GetTransactionSystem()RTTIWeakHandle<UIInventoryScriptableSystem> GetUIInventorySystem()RTTIWeakHandle<game.ItemData> GetPlayerItemData(game.ItemID itemId)RTTIgame.ItemIconGender GetIconGender()RTTIWeakHandle<game.ItemData>[] GetPlayerInventoryItems(CName[]? additionalTagFilters)RTTIWeakHandle<game.ItemData>[] GetPlayerInventoryItemsExcludingLoadout()RTTIgame.InventoryItemData[] GetPlayerInventoryItemsExcludingCraftingMaterials()RTTIgame.InventoryItemData[] GetPlayerInventoryDataExcludingLoadout()RTTIgame.InventoryItemData[] GetPlayerInventoryData(CName[]? additionalTagFilters)RTTIgame.InventoryItemData[] GetPlayerEquipmentAreaInventoryData(game.data.EquipmentArea equipArea)RTTIgame.InventoryItemData[] GetPlayerPartsInventoryData(TDBID slotID)RTTIgame.InventoryItemData[] GetPlayerPartsInventoryData(TDBID[] slotIDs)RTTIgame.InventoryItemData[] GetPlayerInventoryData(game.data.EquipmentArea equipArea, bool? skipEquipped, game.ItemModParams[]? filteredItems)RTTIgame.InventoryItemData[] GetPlayerInventoryData(game.data.EquipmentArea[] equipAreas, bool? skipEquipped, game.ItemModParams[]? filteredItems)RTTIgame.ItemID[] GetEquippedItemIDs(WeakHandle<game.Object> owner)RTTIvoid GetPlayerInventoryDataRef(game.data.EquipmentArea[] equipAreas, bool? skipEquipped, game.ItemModParams[]? filteredItems, game.InventoryItemData[] outputItems)RTTIgame.InventoryItemData[] GetPlayerInventoryParts(TDBID slotId)RTTIgame.InventoryItemData[] GetPlayerInventoryPartsForItem(game.ItemID item, TDBID slotID)RTTIgame.InventoryItemData[] GetPlayerInventoryPartsForItem(game.ItemID item, TDBID[] slotIDs)RTTIvoid GetPlayerInventoryPartsForItemRef(game.ItemID item, TDBID slotID, game.InventoryItemData[] outputItems)RTTITDBID[] GetItemSlotsIDs(game.Object gameObject, game.ItemID itemID)RTTIvoid GetPlayerInventoryPartsForItemRef(game.ItemID item, TDBID[] slotIDs, game.InventoryItemData[] outputItems)RTTIbool PlacementSlotsContains(WeakHandle<game.data.Item_Record> staticData, TDBID slotID)RTTIWeakHandle<game.ItemData>[] GetPlayerInventoryPartsDataForItem(game.ItemID item, TDBID[] slotIDs)RTTIgame.ItemID GetEquippedItemIdInArea(game.data.EquipmentArea equipArea, int? slot)RTTIgame.InventoryItemData GetItemDataFromIDInLoadout(game.ItemID id)RTTIgame.InventoryItemData GetItemDataEquippedInArea(game.data.EquipmentArea equipArea, int? slot)RTTIgame.InventoryItemData[] GetEquipment()RTTIgame.InventoryItemData[] GetInventoryCyberware()RTTIint GetInventoryCyberwareSize()RTTIgame.InventoryItemData GetWeaponEquippedInSlot(int slot)RTTIgame.InventoryItemData[] GetEquippedWeapons()RTTIgame.ItemID[] GetEquippedWeaponsIDs()RTTIgame.InventoryItemData[] GetEquippedQuickSlots()RTTIgame.InventoryItemData[] GetEquippedConsumables()RTTIgame.InventoryItemData[] GetPlayerCraftingMaterials()RTTIgame.InventoryItemData[] GetPlayerItemsByType(game.data.ItemType type, bool? skipEquippedItems, CName[]? additionalTagFilters, game.ItemModParams[]? filteredItems)RTTIgame.InventoryItemData[] GetPlayerIconicWeaponsByType(game.data.ItemType type, bool? skipEquippedItems, CName[]? additionalTagFilters, game.ItemModParams[]? filteredItems)RTTIvoid GetPlayerItemsIDsByType(game.data.ItemType type, game.ItemID[] items)RTTIWeakHandle<game.ItemData>[] GetPlayerInventory(CName[]? additionalTagFilters)RTTIgame.data.ItemType[] EquipmentAreaToItemTypes(game.data.EquipmentArea area)RTTIvoid GetPlayerItemsIDsByTypes(game.data.ItemType[] types, game.ItemID[] items)RTTIvoid GetPlayerItemsIDs(game.InventoryItemData? item, TDBID? slotID, game.data.ItemType? itemType, game.data.EquipmentArea? equipmentArea, bool? skipEquipped, game.ItemID[] items)RTTIvoid GetPlayerItemsIDsFast(game.ItemID? item, TDBID? slotID, game.data.ItemType? itemType, game.data.EquipmentArea? equipmentArea, bool? skipEquipped, game.ItemID[] items)RTTIgame.InventoryItemData GetCachedInventoryItemData(WeakHandle<game.ItemData> itemData)RTTIvoid GetCachedInventoryItemData(WeakHandle<game.ItemData> itemData, game.InventoryItemData inventoryItemData, bool? forceShowCurrencyOnHUDTooltip, bool? isRadialQuerying)RTTIvoid GetCachedInventoryItemDataInternal(WeakHandle<game.ItemData> itemData, game.ItemID ID, WeakHandle<game.data.Item_Record> itemRecord, game.InventoryItemData inventoryItemData)RTTIvoid GetOrCreateInventoryItemSortData(game.InventoryItemData inventoryItemData, WeakHandle<UIScriptableSystem> scriptableSystem)RTTIvoid ClearInventoryItemDataCache()RTTIbool RemoveInventoryItemFromCache(game.ItemID itemId)RTTIgame.InventoryItemData GetHotkeyItemData(game.EHotkey hotkey)RTTIgame.InventoryItemData GetInventoryItemData(WeakHandle<game.ItemData> itemData)RTTIgame.InventoryItemData GetInventoryItemDataForDryItem(WeakHandle<game.ItemData> itemData)RTTIbool ShouldItemBeFiltered(game.ItemID item, game.ItemModParams[] filteredItems)RTTIint GetQunatityToFilterOut(game.ItemID item, game.ItemModParams[] filteredItems)RTTIgame.InventoryItemData GetInventoryItemData(WeakHandle<game.Object> owner, WeakHandle<game.ItemData> itemData, bool? forceShowCurrencyOnHUDTooltip, bool? isRadialQuerying)RTTIgame.InventoryItemData GetInventoryItemDataInternal(WeakHandle<game.Object> owner, WeakHandle<game.ItemData> itemData, WeakHandle<game.data.Item_Record>? itemRecord)RTTIgame.InventoryItemData GetInventoryItemDataFromItemID(game.ItemID itemID)RTTIgame.InventoryItemData GetInventoryItemDataFromItemRecord(game.data.Item_Record itemRecord)RTTIgame.InventoryItemData GetInventoryItemDataFromItemRecordInternal(game.data.Item_Record itemRecord)RTTIint GetPlayerAmmoCount(TDBID targetItem)RTTIint GetPlayerAmmoCount(WeakHandle<game.data.Item_Record> itemRecord)RTTITDBID GetAmmoTypeForWeapon(TDBID targetItem)RTTIgame.InventoryItemData GetPartInventoryItemData(WeakHandle<game.Object> owner, game.InnerItemData innerItemData, WeakHandle<game.ItemData>? parentItemData)RTTIvoid FillBarsComparisonData(MinimalItemTooltipData inspectedData, MinimalItemTooltipData equippedData)RTTIvoid SetComparisonQualityF(MinimalItemTooltipData inspectedData, MinimalItemTooltipData equippedData)RTTIMinimalItemTooltipData? MakeTooltipMinimalAndAttachManager(InventoryTooltipData tooltip)RTTIMinimalItemTooltipData? GetMinimalTooltipDataForInventoryItem(game.InventoryItemData tooltipItemData, bool equipped, DEBUG_IconErrorInfo iconErrorInfo, bool? vendorItem, bool? overrideRarity)RTTIInventoryTooltipData? GetTooltipDataForInventoryItem(game.InventoryItemData tooltipItemData, bool equipped, DEBUG_IconErrorInfo iconErrorInfo, bool? vendorItem, bool? overrideRarity)RTTIInventoryTooltipData? GetTooltipDataForInventoryItem(WeakHandle<UIInventoryItem> item, bool equipped, DEBUG_IconErrorInfo iconErrorInfo, bool? vendorItem, bool? overrideRarity)RTTIInventoryTooltipData? GetCyberdeckTooltipForInventoryItem(WeakHandle<UIInventoryItem> item, bool equipped, DEBUG_IconErrorInfo iconErrorInfo, bool? vendorItem, bool? overrideRarity)RTTIInventoryTooltipData? GetCyberdeckTooltipForInventoryItem(game.InventoryItemData tooltipItemData, bool equipped, DEBUG_IconErrorInfo iconErrorInfo, bool? vendorItem, bool? overrideRarity)RTTIvoid SetCyberdeckDataForTooltip(InventoryTooltipData tooltipItemData, bool? viewingTooltipFromCyberwareMenu)RTTIInventoryTooltipData? GetTooltipDataForInventoryItem(game.InventoryItemData tooltipItemData, bool equipped, bool? vendorItem, bool? overrideRarity)RTTIInventoryTooltipData? GetTooltipDataForInventoryItem(WeakHandle<UIInventoryItem> tooltipItemData, bool equipped, bool? vendorItem, bool? overrideRarity)RTTIMinimalItemTooltipData? GetTooltipDataForVisualItem(game.InventoryItemData tooltipItemData, bool equipped, ItemDisplayContextData displayContextData)RTTIInventoryTooltiData_GrenadeData? GetGrenadeTooltipData(game.InventoryItemData tooltipItemData)RTTIEGrenadeType GetGrenadeType(TDBID itemID)RTTIInventoryTooltiData_GrenadeData? GetGrenadeTooltipData(TDBID itemID, WeakHandle<game.ItemData> itemData)RTTIWeakHandle<game.data.ContinuousAttackEffector_Record> GetGrenadeContinousEffector(WeakHandle<game.data.Attack_Record> attackRecord)RTTIfloat GetGrenadeTotalDamageFromStats(WeakHandle<game.ItemData> itemData)RTTIvoid GetGrenadeDamageStats(WeakHandle<game.ItemData> itemData, InventoryTooltiData_GrenadeDamageData[] outputArray)RTTIfloat GetGrenadeDoTTickDamage(WeakHandle<game.data.ContinuousAttackEffector_Record> continuousAttackEffector)RTTIfloat GetGrenadeRange(WeakHandle<game.data.Grenade_Record> grenadeRecord)RTTIfloat GetGrenadeDuration(WeakHandle<game.data.Attack_Record> attackRecord)RTTIfloat GetGrenadeDelay(WeakHandle<game.data.ContinuousAttackEffector_Record> continuousAttackEffector)RTTIWeakHandle<game.data.StatusEffect_Record>[] GetIgnoredDurationStats()RTTIInventoryTooltipData_QuickhackData GetQuickhackTooltipData(game.InventoryItemData tooltipItemData)RTTIfloat GetAdditionalOverheatDuration(WeakHandle<game.data.StatusEffect_Record> effectToCast)RTTIInventoryTooltipData_QuickhackData GetQuickhackTooltipData(TDBID itemID)RTTIWeakHandle<game.data.ObjectAction_Record> GetQuickhackBaseObjectActionRecord()RTTIWeakHandle<game.data.StatModifierGroup_Record> GetBaseQuickhackCooldownRecord()RTTIWeakHandle<game.data.StatModifier_Record>[] StatModifiersExcept(WeakHandle<game.data.StatModifier_Record>[] statModifiers, WeakHandle<game.data.StatModifier_Record>[] except)RTTIMessageTooltipData? GetTooltipForEmptySlot(string slot)RTTITransmogMessageTooltipData? GetTransmogTooltipForEmptySlot(string slot, game.ItemID transmogItem, CName iconPath, bool noIcon)RTTIgame.ItemViewData GetPlayerItemStats(game.ItemID itemId, game.ItemID? compareItemId)RTTIgame.ItemViewData GetItemStatsByData(WeakHandle<game.ItemData> itemData, WeakHandle<game.ItemData>? compareWithData)RTTIfloat GetSellPrice(WeakHandle<game.Object> owner, game.ItemID itemID)RTTIfloat GetSellPrice(WeakHandle<game.Object> owner, WeakHandle<game.ItemData> itemData)RTTIfloat GetSellPrice(game.ItemID itemID)RTTIfloat GetSellPrice(WeakHandle<game.ItemData> itemData)RTTIfloat GetBuyPrice(WeakHandle<game.Object> owner, game.ItemID itemID)RTTIfloat GetBuyPrice(game.ItemID itemID)RTTIvoid GetPlayerStats(game.StatViewData[] statsList)RTTIvoid GetPlayerInventoryStats(game.StatViewData[] statsList)RTTIvoid GetPlayerDPSStats(game.StatViewData[] statsList)RTTIvoid GetPlayerArmorStats(game.StatViewData[] statsList)RTTIvoid GetPlayerHealthStats(game.StatViewData[] statsList)RTTIvoid GetPlayerCyberwareCapacitStats(game.StatViewData[] statsList)RTTIvoid GetPlayerOtherStats(game.StatViewData[] statsList)RTTIfloat GetPlayerHealth()RTTIvoid GetPlayerStatsFromMap(game.StatViewData[] statsList, string uiMap)RTTIstring GetLocalizedStatName(WeakHandle<game.data.Stat_Record> statRecord)RTTIvoid SetActiveWeapon(game.ItemID activeWeapon)RTTIvoid MarkToRebuild()RTTIbool IsSlotOverriden(game.data.EquipmentArea area)RTTIgame.ItemID GetVisualItemInSlot(game.data.EquipmentArea area)RTTIbool IsWardrobeEnabled()RTTIvoid EquipVisuals(game.ItemID itemId)RTTIvoid UnequipVisuals(game.data.EquipmentArea area)RTTIvoid EquipItem(game.ItemID itemId, int slot)RTTIvoid UnequipItem(game.data.EquipmentArea equipArea, int slot, bool? forceOperation)RTTIvoid InstallPart(game.InventoryItemData itemData, game.ItemID partID, TDBID slotID)RTTIbool CanInstallPart(game.InventoryItemData itemData)RTTIvoid InstallPart(game.ItemID itemId, game.ItemID partId, TDBID slotID)RTTIvoid RemovePart(game.ItemID itemId, TDBID slotId)RTTIvoid SwapPart(game.ItemID itemId, game.ItemID partId, TDBID slotId)RTTIbool IsAttachmentDedicated(TDBID slotID)RTTIbool IsFilledWithDummyPart(game.InnerItemData innerItemData)RTTIvoid GetAttachements(WeakHandle<game.Object> owner, game.ItemID itemId, WeakHandle<game.ItemData> itemData, game.InventoryItemAttachments[] attachments, game.InventoryItemAbility[] abilities, bool? isDryItem)RTTIbool ShouldSlotBeAvailable(WeakHandle<game.ItemData> itemData, WeakHandle<game.data.AttachmentSlot_Record> attachmentSlotRecord, WeakHandle<game.Object> owner, game.ItemID itemId)RTTIvoid GetAttachements(WeakHandle<game.Object> owner, WeakHandle<game.ItemData> itemData, TDBID[] usedSlots, TDBID[] emptySlots, MinimalItemTooltipModData[] mods, MinimalItemTooltipModAttachmentData[] dedicatedMods)RTTIvoid FillSpecialAbilities(game.data.Item_Record itemRecord, game.InventoryItemAbility[] abilities, WeakHandle<game.ItemData>? itemData, game.InnerItemData? partItemData)RTTIstring GetStatsUIMapName(WeakHandle<game.ItemData> itemData)RTTIstring GetStatsUIMapName(game.ItemID itemId)RTTIvoid GetStatsList(TDBID mapPath, game.InnerItemData itemData, game.StatViewData[] primeStatsList, game.StatViewData[] secondStatsList, WeakHandle<game.ItemData>? compareWithData)RTTIvoid GetStatsList(TDBID mapPath, WeakHandle<game.ItemData> itemData, game.StatViewData[] primeStatsList, game.StatViewData[] secondStatsList, WeakHandle<game.ItemData>? compareWithData)RTTIvoid GetStatsList(TDBID mapPath, game.InventoryItemData itemData, game.StatViewData[] primeStatsList, game.StatViewData[] secondStatsList, game.InventoryItemData compareWithData)RTTIvoid GetStatsList(TDBID mapPath, StatProvider statProvider, game.StatViewData[] primeStatsList, game.StatViewData[] secondStatsList, StatProvider? compareWithData)RTTIvoid FillStatsList(StatProvider statProvider, WeakHandle<game.data.Stat_Record>[] statRecords, game.StatViewData[] statList, WeakHandle<game.data.Stat_Record>[] compareStatRecords, StatProvider? compareWithData)RTTIvoid PushComparisonTooltipsData(ATooltipData[] tooltipsData, game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity)RTTIvoid PushIdentifiedComparisonTooltipsData(ATooltipData[] tooltipsData, CName name1, CName name2, game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity)RTTIvoid PushMinimalIdentifiedComparisonTooltipsData(ATooltipData[] tooltipsData, CName name1, CName name2, game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity)RTTIvoid PushIdentifiedComparisonTooltipsData(ATooltipData[] tooltipsData, CName name1, CName name2, WeakHandle<UIInventoryItem> inspectedItem, WeakHandle<UIInventoryItem> equippedItem, WeakHandle<ItemDisplayContextData> equippedDisplayContext, WeakHandle<ItemDisplayContextData> inspectedDisplayContext, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity)RTTIvoid PushIdentifiedProgramComparisionTooltipsData(ATooltipData[] tooltipsData, CName name1, CName name2, game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity)RTTIvoid PushIdentifiedProgramComparisionTooltipsData(ATooltipData[] tooltipsData, game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity)RTTIvoid PushProgramComparisionTooltipsData(ATooltipData[] tooltipsData, game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity)RTTIInventoryTooltipData? GetProgramComparisionTooltipsData(game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, bool? equipped, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity)RTTIMinimalItemTooltipData? GetMinimalComparisonTooltipsData(game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, bool? equipped, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity)RTTIInventoryTooltipData? GetComparisonTooltipsData(game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, bool? equipped, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity)RTTIvoid GetMinimalComparisionLootingData()RTTIbool CanItemTypeBeCompared(game.ItemID itemId, game.ItemID compareItemId)RTTIbool CanCompareItems(game.ItemID itemId, game.ItemID compareItemId)RTTIint GetDPS(game.InventoryItemData data)RTTIgame.InventoryItemData[] GetItemsToCompare(game.data.EquipmentArea equipmentArea)RTTIgame.ItemID[] GetItemsIDsToCompare(game.data.EquipmentArea equipmentArea)RTTIgame.InventoryItemData[] GetItemsToCompare(game.InventoryItemData item)RTTIgame.InventoryItemData GetItemToCompare(game.data.EquipmentArea equipmentArea)RTTIgame.ItemID GetItemIDToCompare(game.data.EquipmentArea equipmentArea)RTTIint GetPrefferedEquipedItemToCompare(game.InventoryItemData item)RTTIint GetPrefferedEquipedItemToCompare(game.InventoryItemData item, game.InventoryItemData[] itemsToCompare)RTTIint GetPrefferedEquipedItemToCompareRef(game.InventoryItemData item, game.InventoryItemData[] itemsToCompare)RTTIint GetPrefferedEquipedItemIDToCompare(game.InventoryItemData item, game.InventoryItemData[] itemsToCompare)RTTIint GetPrefferedEquipedItemIDToCompare(WeakHandle<game.ItemData> item, WeakHandle<game.data.Item_Record> itemRecord, game.data.EquipmentArea equipmentArea, game.ItemID[] idsToCompare)RTTIgame.InventoryItemData GetEquippedCounterpartForInventroyItem(game.InventoryItemData inspectedItemData)RTTIint GetAmmoForWeaponType(game.InventoryItemData itemData)RTTIgame.InventoryItemData GetPrefferedComparisonItem(game.InventoryItemData item, game.InventoryItemData[] comparableItems)RTTIgame.ItemID GetPrefferedComparisonItemID(WeakHandle<game.ItemData> item, WeakHandle<game.data.Item_Record> itemRecord, game.data.EquipmentArea equipmentArea, game.ItemID[] comparableItems)RTTIgame.InventoryItemData[] GetComparisonItems(game.InventoryItemData item)RTTIgame.ItemID[] GetComparisonItemsIDs(game.ItemID itemID, game.data.EquipmentArea equipmentArea)RTTIgame.InventoryItemData[] GetAllComparisonItems(game.data.EquipmentArea equipmentArea)RTTIgame.InventoryItemData GetPrefferedComparableItem(game.InventoryItemData item, game.InventoryItemData[] comparableItems)RTTIgame.InventoryItemData[] FilterOutEmptyItems(game.InventoryItemData[] items)RTTIgame.ItemID[] FilterOutInvalidIDs(game.ItemID[] ids)RTTIgame.InventoryItemData[] FilterComparableItems(game.ItemID itemToCompare, game.InventoryItemData[] items)RTTIgame.ItemID[] FilterComparableItemsIDs(game.ItemID itemToCompare, game.ItemID[] ids)RTTIgame.InventoryItemData[] GetAmmoCountForAllAmmoTypes()RTTIgame.InventoryItemData[] GetCraftingCountForAllCraftingMaterialTypes()RTTIgame.InventoryItemData[] GetCommonsCraftingMaterialTypes()RTTIgame.InventoryItemData[] GetHackingCraftingMaterialTypes()RTTIgame.InventoryItemData GetItemFromRecord(string tweakPath)RTTIgame.InventoryItemData GetItemFromRecord(TDBID id)RTTIAbilityData[] GetAllCyberwareAbilities()RTTIAbilityData GetAbilityData(game.ItemID itemId)RTTIWeakHandle<game.ItemData> GetExternalGameItemData(ent.EntityID ownerId, game.ItemID externalItemId)RTTIWeakHandle<game.Object> GetExternalGameObject(ent.EntityID entityId)RTTIgame.InventoryItemData GetExternalItemData(ent.EntityID ownerId, game.ItemID externalItemId, bool? forceShowCurrencyOnHUDTooltip)RTTIgame.InventoryItemData GetExternalItemData(ent.EntityID ownerId, WeakHandle<game.ItemData> externalItem, bool? forceShowCurrencyOnHUDTooltip)RTTIstring GetEquipmentAreaLocalizedName(game.data.EquipmentArea equipmentArea)RTTIint GetNumberOfSlots(game.data.EquipmentArea equipmentArea, bool? includeLocked)RTTIgame.InventoryItemData[] SortDataByRarity(game.InventoryItemData[] items)RTTIgame.ItemViewData GetExternalItemStats(ent.EntityID ownerId, game.ItemID externalItemId, game.ItemID? compareItemId)RTTIgame.ItemID[] DistinctPrograms(game.ItemID[] items)RTTIgame.ItemID[] FilterHotkeyConsumables(game.ItemID[] items)RTTIvoid SetPlayerStats(game.InventoryItemData inventoryItemData)RTTIvoid SetRequiredPerk(game.InventoryItemData inventoryItemData)RTTIbool HasPlayerSmartGunLink()RTTIint GetPlayerLevel()RTTIint GetPlayerStrength()RTTIint GetPlayerReflex()RTTIint GetPlayerStreetCred()RTTIScriptGameInstance GetGame()RTTIstatic game.data.ItemType[] GetAttachmentsTypes()staticRTTI globalstatic int PlayerStreetCred(WeakHandle<PlayerPuppet> player, game.StatsSystem statsSystem)staticRTTI globalstatic game.data.ItemType[] GetItemTypesForSorting()staticRTTI globalstatic bool ProcessQuickhackEffects(game.Object player, WeakHandle<game.data.StatusEffect_Record> statusEffectRecord, DamageEffectUIEntry[] result)staticRTTI globalstatic game.data.EquipmentArea[] GetInventoryPocketAreas()staticRTTI globalstatic bool IsItemCraftingMaterial(WeakHandle<game.ItemData> itemData)staticRTTI globalstatic bool IsAreaHead(game.data.EquipmentArea equipmentArea)staticRTTI globalstatic TDBID GetAttachmentSlotByItemID(game.InventoryItemData itemData, game.ItemID attachmentID)staticRTTI globalstatic bool HasPlayerSmartGunLink(WeakHandle<PlayerPuppet> player, game.StatsSystem statsystem)staticRTTI globalstatic game.data.EquipmentArea[] GetInventoryEquipmentAreas()staticRTTI globalstatic int GetQuickSlotsNum()staticRTTI globalstatic int GetWeaponSlotsNum()staticRTTI globalstatic bool IsItemBlacklisted(WeakHandle<game.ItemData> itemData, bool forceShowCurrencyOnHUDTooltip, bool isRadialQuerying, CName[] additionalTags)staticRTTI globalstatic int GetConsumablesNum()staticRTTI globalstatic int PlayerReflexes(WeakHandle<PlayerPuppet> player, game.StatsSystem statsystem)staticRTTI globalstatic bool IsEquipmentAreaCyberware(game.data.EquipmentArea[] areaTypes)staticRTTI globalstatic game.data.EquipmentArea[] GetInventoryCyberwareAreas()staticRTTI globalstatic int PlayerLevel(WeakHandle<PlayerPuppet> player, game.StatsSystem statsystem)staticRTTI globalstatic bool IsAreaClothing(game.data.EquipmentArea equipmentArea)staticRTTI globalstatic game.data.DamageType GetWeaponDamageType(game.StatViewData[] statList)staticRTTI globalstatic bool IsEquipmentAreaCyberware(game.data.EquipmentArea areaType)staticRTTI globalstatic bool IsAreaSelfComparable(game.data.EquipmentArea equipmentArea)staticRTTI globalstatic bool IsAttachmentType(game.data.ItemType type)staticRTTI globalstatic TDBID[] GetAttachmentSlotsForInventory()staticRTTI globalstatic game.ItemData? GetDryGameItemData(game.data.Item_Record itemRecord, game.InventoryManager inventorySystem, WeakHandle<PlayerPuppet> player, game.data.Quality parentQuality)staticRTTI globalstatic game.data.ItemType[] GetInventoryWeaponTypes()staticRTTI globalstatic bool IsEquipmentAreaComparable(game.data.EquipmentArea equipmentArea)staticRTTI globalstatic game.data.Quality[] GetRarityTypesForSorting()staticRTTI globalstatic game.ItemData? GetDryGameItemData(game.data.Item_Record itemRecord, game.InventoryManager inventorySystem, WeakHandle<PlayerPuppet> player)staticRTTI globalstatic int PlayerStrength(WeakHandle<PlayerPuppet> player, game.StatsSystem statsystem)staticRTTI globalstatic bool IsProgramSlot(TDBID slotID)staticRTTI globalstatic game.data.EquipmentArea[] GetAllCyberwareAreas()staticRTTI global