BlackICE Scripting

class

InventoryDataManagerV2

  • 38 properties
  • 244 functions

Extends IScriptable ISerializable

Properties

PropertyTypeOffset
ownerWeakHandle<game.ui.HUDGameController>0x0 scripted
PlayerWeakHandle<PlayerPuppet>0x10 scripted
TransactionSystemWeakHandle<game.TransactionSystem>0x20 scripted
EquipmentSystemWeakHandle<EquipmentSystem>0x30 scripted
StatsSystemWeakHandle<game.StatsSystem>0x40 scripted
ItemModificationSystemWeakHandle<ItemModificationSystem>0x50 scripted
LocMgrUILocalizationMap?0x60 scripted
InventoryItemsDatagame.InventoryItemData[]0x70 scripted
EquipmentAreaInventoryItemsDataList<game.InventoryItemData[]>0x80 scripted
InventoryItemsDataWithoutEquipmentgame.InventoryItemData[]0x90 scripted
EquipmentItemsDatagame.InventoryItemData[]0xA0 scripted
WeaponItemsDatagame.InventoryItemData[]0xB0 scripted
QuickSlotsDatagame.InventoryItemData[]0xC0 scripted
ConsumablesSlotsDatagame.InventoryItemData[]0xD0 scripted
PartsDataInventoryPartsData[]0xE0 scripted
ToRebuildbool0xF0 scripted
ToRebuildEquipmentAreaList0xF8 scripted
ToRebuildItemsWithEquippedbool0x108 scripted
ToRebuildWeaponsbool0x109 scripted
ToRebuildEquipmentbool0x10A scripted
ToRebuildQuickSlotsbool0x10B scripted
ToRebuildConsumablesbool0x10C scripted
ActiveWeapongame.ItemID0x110 scripted
EquipRecordsgame.data.EquipmentArea_Record?[]0x120 scripted
ItemIconGendergame.ItemIconGender0x130 scripted
WeaponUIBlackboardWeakHandle<game.IBlackboard>0x138 scripted
UIBBEquipmentBlackboardWeakHandle<game.IBlackboard>0x148 scripted
UIBBItemModBlackbordWeakHandle<game.IBlackboard>0x158 scripted
UIBBEquipmentUI_EquipmentDef?0x168 scripted
UIBBItemModUI_ItemModSystemDef?0x178 scripted
InventoryBBIDred.CallbackObject?0x188 scripted
EquipmentBBIDred.CallbackObject?0x198 scripted
SubEquipmentBBIDred.CallbackObject?0x1A8 scripted
ItemModBBIDred.CallbackObject?0x1B8 scripted
BBWeaponListred.CallbackObject?0x1C8 scripted
InventoryItemDataWrappersInventoryItemDataWrapper?[]0x1D8 scripted
HashMapCacheink.ScriptWeakHashMap?0x1E8 scripted
uiInventorySystemWeakHandle<UIInventoryScriptableSystem>0x1F8 scripted

Functions

  • void Initialize(PlayerPuppet player, game.ui.HUDGameController? owner) RTTI
  • void UnInitialize() RTTI
  • void RegisterToBB() RTTI
  • void UnregisterFromBB() RTTI
  • int IsTransmogEnabled() RTTI
  • WeakHandle<game.ItemData>[] GetPlayerItems() RTTI
  • WeakHandle<game.TransactionSystem> GetTransactionSystem() RTTI
  • WeakHandle<UIInventoryScriptableSystem> GetUIInventorySystem() RTTI
  • WeakHandle<game.ItemData> GetPlayerItemData(game.ItemID itemId) RTTI
  • game.ItemIconGender GetIconGender() RTTI
  • WeakHandle<game.ItemData>[] GetPlayerInventoryItems(CName[]? additionalTagFilters) RTTI
  • WeakHandle<game.ItemData>[] GetPlayerInventoryItemsExcludingLoadout() RTTI
  • game.InventoryItemData[] GetPlayerInventoryItemsExcludingCraftingMaterials() RTTI
  • game.InventoryItemData[] GetPlayerInventoryDataExcludingLoadout() RTTI
  • game.InventoryItemData[] GetPlayerInventoryData(CName[]? additionalTagFilters) RTTI
  • game.InventoryItemData[] GetPlayerEquipmentAreaInventoryData(game.data.EquipmentArea equipArea) RTTI
  • game.InventoryItemData[] GetPlayerPartsInventoryData(TDBID slotID) RTTI
  • game.InventoryItemData[] GetPlayerPartsInventoryData(TDBID[] slotIDs) RTTI
  • game.InventoryItemData[] GetPlayerInventoryData(game.data.EquipmentArea equipArea, bool? skipEquipped, game.ItemModParams[]? filteredItems) RTTI
  • game.InventoryItemData[] GetPlayerInventoryData(game.data.EquipmentArea[] equipAreas, bool? skipEquipped, game.ItemModParams[]? filteredItems) RTTI
  • game.ItemID[] GetEquippedItemIDs(WeakHandle<game.Object> owner) RTTI
  • void GetPlayerInventoryDataRef(game.data.EquipmentArea[] equipAreas, bool? skipEquipped, game.ItemModParams[]? filteredItems, game.InventoryItemData[] outputItems) RTTI
  • game.InventoryItemData[] GetPlayerInventoryParts(TDBID slotId) RTTI
  • game.InventoryItemData[] GetPlayerInventoryPartsForItem(game.ItemID item, TDBID slotID) RTTI
  • game.InventoryItemData[] GetPlayerInventoryPartsForItem(game.ItemID item, TDBID[] slotIDs) RTTI
  • void GetPlayerInventoryPartsForItemRef(game.ItemID item, TDBID slotID, game.InventoryItemData[] outputItems) RTTI
  • TDBID[] GetItemSlotsIDs(game.Object gameObject, game.ItemID itemID) RTTI
  • void GetPlayerInventoryPartsForItemRef(game.ItemID item, TDBID[] slotIDs, game.InventoryItemData[] outputItems) RTTI
  • bool PlacementSlotsContains(WeakHandle<game.data.Item_Record> staticData, TDBID slotID) RTTI
  • WeakHandle<game.ItemData>[] GetPlayerInventoryPartsDataForItem(game.ItemID item, TDBID[] slotIDs) RTTI
  • game.ItemID GetEquippedItemIdInArea(game.data.EquipmentArea equipArea, int? slot) RTTI
  • game.InventoryItemData GetItemDataFromIDInLoadout(game.ItemID id) RTTI
  • game.InventoryItemData GetItemDataEquippedInArea(game.data.EquipmentArea equipArea, int? slot) RTTI
  • game.InventoryItemData[] GetEquipment() RTTI
  • game.InventoryItemData[] GetInventoryCyberware() RTTI
  • int GetInventoryCyberwareSize() RTTI
  • game.InventoryItemData GetWeaponEquippedInSlot(int slot) RTTI
  • game.InventoryItemData[] GetEquippedWeapons() RTTI
  • game.ItemID[] GetEquippedWeaponsIDs() RTTI
  • game.InventoryItemData[] GetEquippedQuickSlots() RTTI
  • game.InventoryItemData[] GetEquippedConsumables() RTTI
  • game.InventoryItemData[] GetPlayerCraftingMaterials() RTTI
  • game.InventoryItemData[] GetPlayerItemsByType(game.data.ItemType type, bool? skipEquippedItems, CName[]? additionalTagFilters, game.ItemModParams[]? filteredItems) RTTI
  • game.InventoryItemData[] GetPlayerIconicWeaponsByType(game.data.ItemType type, bool? skipEquippedItems, CName[]? additionalTagFilters, game.ItemModParams[]? filteredItems) RTTI
  • void GetPlayerItemsIDsByType(game.data.ItemType type, game.ItemID[] items) RTTI
  • WeakHandle<game.ItemData>[] GetPlayerInventory(CName[]? additionalTagFilters) RTTI
  • game.data.ItemType[] EquipmentAreaToItemTypes(game.data.EquipmentArea area) RTTI
  • void GetPlayerItemsIDsByTypes(game.data.ItemType[] types, game.ItemID[] items) RTTI
  • void GetPlayerItemsIDs(game.InventoryItemData? item, TDBID? slotID, game.data.ItemType? itemType, game.data.EquipmentArea? equipmentArea, bool? skipEquipped, game.ItemID[] items) RTTI
  • void GetPlayerItemsIDsFast(game.ItemID? item, TDBID? slotID, game.data.ItemType? itemType, game.data.EquipmentArea? equipmentArea, bool? skipEquipped, game.ItemID[] items) RTTI
  • game.InventoryItemData GetCachedInventoryItemData(WeakHandle<game.ItemData> itemData) RTTI
  • void GetCachedInventoryItemData(WeakHandle<game.ItemData> itemData, game.InventoryItemData inventoryItemData, bool? forceShowCurrencyOnHUDTooltip, bool? isRadialQuerying) RTTI
  • void GetCachedInventoryItemDataInternal(WeakHandle<game.ItemData> itemData, game.ItemID ID, WeakHandle<game.data.Item_Record> itemRecord, game.InventoryItemData inventoryItemData) RTTI
  • void GetOrCreateInventoryItemSortData(game.InventoryItemData inventoryItemData, WeakHandle<UIScriptableSystem> scriptableSystem) RTTI
  • void ClearInventoryItemDataCache() RTTI
  • bool RemoveInventoryItemFromCache(game.ItemID itemId) RTTI
  • game.InventoryItemData GetHotkeyItemData(game.EHotkey hotkey) RTTI
  • bool GetHotkeyTypeForItemID(game.ItemID itemID, out game.EHotkey hotkey) RTTI
  • bool GetHotkeyTypeFromItemID(game.ItemID itemID, out game.EHotkey hotkey) RTTI
  • game.InventoryItemData GetInventoryItemData(WeakHandle<game.ItemData> itemData) RTTI
  • void DryMakeItem(RecipeData selectedRecipe, game.InventoryManager inventorySystem, InventoryDataManagerV2 inventoryManager, WeakHandle<PlayerPuppet> player, out game.ItemData selectedItemGameData, out game.InventoryItemData selectedItemData) RTTI
  • game.InventoryItemData GetInventoryItemDataForDryItem(WeakHandle<game.ItemData> itemData) RTTI
  • bool ShouldItemBeFiltered(game.ItemID item, game.ItemModParams[] filteredItems) RTTI
  • int GetQunatityToFilterOut(game.ItemID item, game.ItemModParams[] filteredItems) RTTI
  • game.InventoryItemData GetInventoryItemData(WeakHandle<game.Object> owner, WeakHandle<game.ItemData> itemData, bool? forceShowCurrencyOnHUDTooltip, bool? isRadialQuerying) RTTI
  • game.InventoryItemData GetInventoryItemDataInternal(WeakHandle<game.Object> owner, WeakHandle<game.ItemData> itemData, WeakHandle<game.data.Item_Record>? itemRecord) RTTI
  • game.InventoryItemData GetInventoryItemDataFromItemID(game.ItemID itemID) RTTI
  • game.InventoryItemData GetInventoryItemDataFromItemRecord(game.data.Item_Record itemRecord) RTTI
  • game.InventoryItemData GetInventoryItemDataFromItemRecordInternal(game.data.Item_Record itemRecord) RTTI
  • int GetPlayerAmmoCount(TDBID targetItem) RTTI
  • int GetPlayerAmmoCount(WeakHandle<game.data.Item_Record> itemRecord) RTTI
  • TDBID GetAmmoTypeForWeapon(TDBID targetItem) RTTI
  • game.InventoryItemData GetPartInventoryItemData(WeakHandle<game.Object> owner, game.InnerItemData innerItemData, WeakHandle<game.ItemData>? parentItemData) RTTI
  • void FillBarsComparisonData(MinimalItemTooltipData inspectedData, MinimalItemTooltipData equippedData) RTTI
  • void SetComparisonQualityF(MinimalItemTooltipData inspectedData, MinimalItemTooltipData equippedData) RTTI
  • MinimalItemTooltipData? MakeTooltipMinimalAndAttachManager(InventoryTooltipData tooltip) RTTI
  • MinimalItemTooltipData? GetMinimalTooltipDataForInventoryItem(game.InventoryItemData tooltipItemData, bool equipped, DEBUG_IconErrorInfo iconErrorInfo, bool? vendorItem, bool? overrideRarity) RTTI
  • InventoryTooltipData? GetTooltipDataForInventoryItem(game.InventoryItemData tooltipItemData, bool equipped, DEBUG_IconErrorInfo iconErrorInfo, bool? vendorItem, bool? overrideRarity) RTTI
  • InventoryTooltipData? GetTooltipDataForInventoryItem(WeakHandle<UIInventoryItem> item, bool equipped, DEBUG_IconErrorInfo iconErrorInfo, bool? vendorItem, bool? overrideRarity) RTTI
  • InventoryTooltipData? GetCyberdeckTooltipForInventoryItem(WeakHandle<UIInventoryItem> item, bool equipped, DEBUG_IconErrorInfo iconErrorInfo, bool? vendorItem, bool? overrideRarity) RTTI
  • InventoryTooltipData? GetCyberdeckTooltipForInventoryItem(game.InventoryItemData tooltipItemData, bool equipped, DEBUG_IconErrorInfo iconErrorInfo, bool? vendorItem, bool? overrideRarity) RTTI
  • void SetCyberdeckDataForTooltip(InventoryTooltipData tooltipItemData, bool? viewingTooltipFromCyberwareMenu) RTTI
  • InventoryTooltipData? GetTooltipDataForInventoryItem(game.InventoryItemData tooltipItemData, bool equipped, bool? vendorItem, bool? overrideRarity) RTTI
  • InventoryTooltipData? GetTooltipDataForInventoryItem(WeakHandle<UIInventoryItem> tooltipItemData, bool equipped, bool? vendorItem, bool? overrideRarity) RTTI
  • MinimalItemTooltipData? GetTooltipDataForVisualItem(game.InventoryItemData tooltipItemData, bool equipped, ItemDisplayContextData displayContextData) RTTI
  • InventoryTooltiData_GrenadeData? GetGrenadeTooltipData(game.InventoryItemData tooltipItemData) RTTI
  • EGrenadeType GetGrenadeType(TDBID itemID) RTTI
  • InventoryTooltiData_GrenadeData? GetGrenadeTooltipData(TDBID itemID, WeakHandle<game.ItemData> itemData) RTTI
  • WeakHandle<game.data.ContinuousAttackEffector_Record> GetGrenadeContinousEffector(WeakHandle<game.data.Attack_Record> attackRecord) RTTI
  • float GetGrenadeTotalDamageFromStats(WeakHandle<game.ItemData> itemData) RTTI
  • void GetGrenadeDamageStats(WeakHandle<game.ItemData> itemData, InventoryTooltiData_GrenadeDamageData[] outputArray) RTTI
  • float GetGrenadeDoTTickDamage(WeakHandle<game.data.ContinuousAttackEffector_Record> continuousAttackEffector) RTTI
  • float GetGrenadeRange(WeakHandle<game.data.Grenade_Record> grenadeRecord) RTTI
  • float GetGrenadeDuration(WeakHandle<game.data.Attack_Record> attackRecord) RTTI
  • float GetGrenadeDelay(WeakHandle<game.data.ContinuousAttackEffector_Record> continuousAttackEffector) RTTI
  • WeakHandle<game.data.StatusEffect_Record>[] GetIgnoredDurationStats() RTTI
  • InventoryTooltipData_QuickhackData GetQuickhackTooltipData(game.InventoryItemData tooltipItemData) RTTI
  • float GetAdditionalOverheatDuration(WeakHandle<game.data.StatusEffect_Record> effectToCast) RTTI
  • InventoryTooltipData_QuickhackData GetQuickhackTooltipData(TDBID itemID) RTTI
  • WeakHandle<game.data.ObjectAction_Record> GetQuickhackBaseObjectActionRecord() RTTI
  • WeakHandle<game.data.StatModifierGroup_Record> GetBaseQuickhackCooldownRecord() RTTI
  • WeakHandle<game.data.StatModifier_Record>[] StatModifiersExcept(WeakHandle<game.data.StatModifier_Record>[] statModifiers, WeakHandle<game.data.StatModifier_Record>[] except) RTTI
  • MessageTooltipData? GetTooltipForEmptySlot(string slot) RTTI
  • TransmogMessageTooltipData? GetTransmogTooltipForEmptySlot(string slot, game.ItemID transmogItem, CName iconPath, bool noIcon) RTTI
  • game.ItemViewData GetPlayerItemStats(game.ItemID itemId, game.ItemID? compareItemId) RTTI
  • game.ItemViewData GetItemStatsByData(WeakHandle<game.ItemData> itemData, WeakHandle<game.ItemData>? compareWithData) RTTI
  • float GetSellPrice(WeakHandle<game.Object> owner, game.ItemID itemID) RTTI
  • float GetSellPrice(WeakHandle<game.Object> owner, WeakHandle<game.ItemData> itemData) RTTI
  • float GetSellPrice(game.ItemID itemID) RTTI
  • float GetSellPrice(WeakHandle<game.ItemData> itemData) RTTI
  • float GetBuyPrice(WeakHandle<game.Object> owner, game.ItemID itemID) RTTI
  • float GetBuyPrice(game.ItemID itemID) RTTI
  • void GetPlayerStats(game.StatViewData[] statsList) RTTI
  • void GetPlayerInventoryStats(game.StatViewData[] statsList) RTTI
  • void GetPlayerDPSStats(game.StatViewData[] statsList) RTTI
  • void GetPlayerArmorStats(game.StatViewData[] statsList) RTTI
  • void GetPlayerHealthStats(game.StatViewData[] statsList) RTTI
  • void GetPlayerCyberwareCapacitStats(game.StatViewData[] statsList) RTTI
  • void GetPlayerOtherStats(game.StatViewData[] statsList) RTTI
  • float GetPlayerHealth() RTTI
  • void GetPlayerStatsFromMap(game.StatViewData[] statsList, string uiMap) RTTI
  • string GetLocalizedStatName(WeakHandle<game.data.Stat_Record> statRecord) RTTI
  • void SetActiveWeapon(game.ItemID activeWeapon) RTTI
  • void MarkToRebuild() RTTI
  • bool IsSlotOverriden(game.data.EquipmentArea area) RTTI
  • game.ItemID GetVisualItemInSlot(game.data.EquipmentArea area) RTTI
  • bool IsWardrobeEnabled() RTTI
  • void EquipVisuals(game.ItemID itemId) RTTI
  • void UnequipVisuals(game.data.EquipmentArea area) RTTI
  • void EquipItem(game.ItemID itemId, int slot) RTTI
  • void UnequipItem(game.data.EquipmentArea equipArea, int slot, bool? forceOperation) RTTI
  • void InstallPart(game.InventoryItemData itemData, game.ItemID partID, TDBID slotID) RTTI
  • bool CanInstallPart(game.InventoryItemData itemData) RTTI
  • void InstallPart(game.ItemID itemId, game.ItemID partId, TDBID slotID) RTTI
  • void RemovePart(game.ItemID itemId, TDBID slotId) RTTI
  • void SwapPart(game.ItemID itemId, game.ItemID partId, TDBID slotId) RTTI
  • bool IsAttachmentDedicated(TDBID slotID) RTTI
  • bool IsFilledWithDummyPart(game.InnerItemData innerItemData) RTTI
  • void GetAttachements(WeakHandle<game.Object> owner, game.ItemID itemId, WeakHandle<game.ItemData> itemData, game.InventoryItemAttachments[] attachments, game.InventoryItemAbility[] abilities, bool? isDryItem) RTTI
  • bool ShouldSlotBeAvailable(WeakHandle<game.ItemData> itemData, WeakHandle<game.data.AttachmentSlot_Record> attachmentSlotRecord, WeakHandle<game.Object> owner, game.ItemID itemId) RTTI
  • void GetAttachements(WeakHandle<game.Object> owner, WeakHandle<game.ItemData> itemData, TDBID[] usedSlots, TDBID[] emptySlots, MinimalItemTooltipModData[] mods, MinimalItemTooltipModAttachmentData[] dedicatedMods) RTTI
  • void FillSpecialAbilities(game.data.Item_Record itemRecord, game.InventoryItemAbility[] abilities, WeakHandle<game.ItemData>? itemData, game.InnerItemData? partItemData) RTTI
  • string GetStatsUIMapName(WeakHandle<game.ItemData> itemData) RTTI
  • string GetStatsUIMapName(game.ItemID itemId) RTTI
  • void GetStatsList(TDBID mapPath, game.InnerItemData itemData, game.StatViewData[] primeStatsList, game.StatViewData[] secondStatsList, WeakHandle<game.ItemData>? compareWithData) RTTI
  • void GetStatsList(TDBID mapPath, WeakHandle<game.ItemData> itemData, game.StatViewData[] primeStatsList, game.StatViewData[] secondStatsList, WeakHandle<game.ItemData>? compareWithData) RTTI
  • void GetStatsList(TDBID mapPath, game.InventoryItemData itemData, game.StatViewData[] primeStatsList, game.StatViewData[] secondStatsList, game.InventoryItemData compareWithData) RTTI
  • void GetStatsList(TDBID mapPath, StatProvider statProvider, game.StatViewData[] primeStatsList, game.StatViewData[] secondStatsList, StatProvider? compareWithData) RTTI
  • void FillStatsList(StatProvider statProvider, WeakHandle<game.data.Stat_Record>[] statRecords, game.StatViewData[] statList, WeakHandle<game.data.Stat_Record>[] compareStatRecords, StatProvider? compareWithData) RTTI
  • void PushComparisonTooltipsData(ATooltipData[] tooltipsData, game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity) RTTI
  • void PushIdentifiedComparisonTooltipsData(ATooltipData[] tooltipsData, CName name1, CName name2, game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity) RTTI
  • void PushMinimalIdentifiedComparisonTooltipsData(ATooltipData[] tooltipsData, CName name1, CName name2, game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity) RTTI
  • void PushIdentifiedComparisonTooltipsData(ATooltipData[] tooltipsData, CName name1, CName name2, WeakHandle<UIInventoryItem> inspectedItem, WeakHandle<UIInventoryItem> equippedItem, WeakHandle<ItemDisplayContextData> equippedDisplayContext, WeakHandle<ItemDisplayContextData> inspectedDisplayContext, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity) RTTI
  • void PushIdentifiedProgramComparisionTooltipsData(ATooltipData[] tooltipsData, CName name1, CName name2, game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity) RTTI
  • void PushIdentifiedProgramComparisionTooltipsData(ATooltipData[] tooltipsData, game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity) RTTI
  • void PushProgramComparisionTooltipsData(ATooltipData[] tooltipsData, game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity) RTTI
  • InventoryTooltipData? GetProgramComparisionTooltipsData(game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, bool? equipped, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity) RTTI
  • MinimalItemTooltipData? GetMinimalComparisonTooltipsData(game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, bool? equipped, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity) RTTI
  • InventoryTooltipData? GetComparisonTooltipsData(game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, bool? equipped, DEBUG_IconErrorInfo? iconErrorInfo, bool? overrideRarity) RTTI
  • void GetMinimalComparisionLootingData() RTTI
  • bool CanItemTypeBeCompared(game.ItemID itemId, game.ItemID compareItemId) RTTI
  • bool CanCompareItems(game.ItemID itemId, game.ItemID compareItemId) RTTI
  • int GetDPS(game.InventoryItemData data) RTTI
  • game.InventoryItemData[] GetItemsToCompare(game.data.EquipmentArea equipmentArea) RTTI
  • game.ItemID[] GetItemsIDsToCompare(game.data.EquipmentArea equipmentArea) RTTI
  • game.InventoryItemData[] GetItemsToCompare(game.InventoryItemData item) RTTI
  • game.InventoryItemData GetItemToCompare(game.data.EquipmentArea equipmentArea) RTTI
  • game.ItemID GetItemIDToCompare(game.data.EquipmentArea equipmentArea) RTTI
  • int GetPrefferedEquipedItemToCompare(game.InventoryItemData item) RTTI
  • int GetPrefferedEquipedItemToCompare(game.InventoryItemData item, game.InventoryItemData[] itemsToCompare) RTTI
  • int GetPrefferedEquipedItemToCompareRef(game.InventoryItemData item, game.InventoryItemData[] itemsToCompare) RTTI
  • int GetPrefferedEquipedItemIDToCompare(game.InventoryItemData item, game.InventoryItemData[] itemsToCompare) RTTI
  • int GetPrefferedEquipedItemIDToCompare(WeakHandle<game.ItemData> item, WeakHandle<game.data.Item_Record> itemRecord, game.data.EquipmentArea equipmentArea, game.ItemID[] idsToCompare) RTTI
  • game.InventoryItemData GetEquippedCounterpartForInventroyItem(game.InventoryItemData inspectedItemData) RTTI
  • int GetAmmoForWeaponType(game.InventoryItemData itemData) RTTI
  • game.InventoryItemData GetPrefferedComparisonItem(game.InventoryItemData item, game.InventoryItemData[] comparableItems) RTTI
  • game.ItemID GetPrefferedComparisonItemID(WeakHandle<game.ItemData> item, WeakHandle<game.data.Item_Record> itemRecord, game.data.EquipmentArea equipmentArea, game.ItemID[] comparableItems) RTTI
  • game.InventoryItemData[] GetComparisonItems(game.InventoryItemData item) RTTI
  • game.ItemID[] GetComparisonItemsIDs(game.ItemID itemID, game.data.EquipmentArea equipmentArea) RTTI
  • game.InventoryItemData[] GetAllComparisonItems(game.data.EquipmentArea equipmentArea) RTTI
  • game.InventoryItemData GetPrefferedComparableItem(game.InventoryItemData item, game.InventoryItemData[] comparableItems) RTTI
  • game.InventoryItemData[] FilterOutEmptyItems(game.InventoryItemData[] items) RTTI
  • game.ItemID[] FilterOutInvalidIDs(game.ItemID[] ids) RTTI
  • game.InventoryItemData[] FilterComparableItems(game.ItemID itemToCompare, game.InventoryItemData[] items) RTTI
  • game.ItemID[] FilterComparableItemsIDs(game.ItemID itemToCompare, game.ItemID[] ids) RTTI
  • game.InventoryItemData[] GetAmmoCountForAllAmmoTypes() RTTI
  • game.InventoryItemData[] GetCraftingCountForAllCraftingMaterialTypes() RTTI
  • game.InventoryItemData[] GetCommonsCraftingMaterialTypes() RTTI
  • game.InventoryItemData[] GetHackingCraftingMaterialTypes() RTTI
  • game.InventoryItemData GetItemFromRecord(string tweakPath) RTTI
  • game.InventoryItemData GetItemFromRecord(TDBID id) RTTI
  • AbilityData[] GetAllCyberwareAbilities() RTTI
  • AbilityData GetAbilityData(game.ItemID itemId) RTTI
  • WeakHandle<game.ItemData> GetExternalGameItemData(ent.EntityID ownerId, game.ItemID externalItemId) RTTI
  • WeakHandle<game.Object> GetExternalGameObject(ent.EntityID entityId) RTTI
  • game.InventoryItemData GetExternalItemData(ent.EntityID ownerId, game.ItemID externalItemId, bool? forceShowCurrencyOnHUDTooltip) RTTI
  • game.InventoryItemData GetExternalItemData(ent.EntityID ownerId, WeakHandle<game.ItemData> externalItem, bool? forceShowCurrencyOnHUDTooltip) RTTI
  • string GetEquipmentAreaLocalizedName(game.data.EquipmentArea equipmentArea) RTTI
  • int GetNumberOfSlots(game.data.EquipmentArea equipmentArea, bool? includeLocked) RTTI
  • bool IsSlotLocked(game.data.EquipmentArea equipmentArea, int slotIndex, out bool visibleWhenLocked) RTTI
  • game.InventoryItemData[] SortDataByRarity(game.InventoryItemData[] items) RTTI
  • game.ItemViewData GetExternalItemStats(ent.EntityID ownerId, game.ItemID externalItemId, game.ItemID? compareItemId) RTTI
  • game.ItemID[] DistinctPrograms(game.ItemID[] items) RTTI
  • game.ItemID[] FilterHotkeyConsumables(game.ItemID[] items) RTTI
  • void SetPlayerStats(game.InventoryItemData inventoryItemData) RTTI
  • void SetRequiredPerk(game.InventoryItemData inventoryItemData) RTTI
  • int GetPlayerLevel() RTTI
  • int GetPlayerStrength() RTTI
  • int GetPlayerReflex() RTTI
  • int GetPlayerStreetCred() RTTI
  • ScriptGameInstance GetGame() RTTI
  • static game.data.ItemType[] GetAttachmentsTypes() staticRTTI global
  • static int PlayerStreetCred(WeakHandle<PlayerPuppet> player, game.StatsSystem statsSystem) staticRTTI global
  • static game.data.ItemType[] GetItemTypesForSorting() staticRTTI global
  • static bool ProcessQuickhackEffects(game.Object player, WeakHandle<game.data.StatusEffect_Record> statusEffectRecord, DamageEffectUIEntry[] result) staticRTTI global
  • static game.data.EquipmentArea[] GetInventoryPocketAreas() staticRTTI global
  • static bool IsItemCraftingMaterial(WeakHandle<game.ItemData> itemData) staticRTTI global
  • static bool IsAreaHead(game.data.EquipmentArea equipmentArea) staticRTTI global
  • static TDBID GetAttachmentSlotByItemID(game.InventoryItemData itemData, game.ItemID attachmentID) staticRTTI global
  • static game.data.EquipmentArea[] GetInventoryEquipmentAreas() staticRTTI global
  • static int GetQuickSlotsNum() staticRTTI global
  • static int GetWeaponSlotsNum() staticRTTI global
  • static bool IsItemBlacklisted(WeakHandle<game.ItemData> itemData, bool forceShowCurrencyOnHUDTooltip, bool isRadialQuerying, CName[] additionalTags) staticRTTI global
  • static int GetConsumablesNum() staticRTTI global
  • static int PlayerReflexes(WeakHandle<PlayerPuppet> player, game.StatsSystem statsystem) staticRTTI global
  • static bool IsEquipmentAreaCyberware(game.data.EquipmentArea[] areaTypes) staticRTTI global
  • static game.data.EquipmentArea[] GetInventoryCyberwareAreas() staticRTTI global
  • static int PlayerLevel(WeakHandle<PlayerPuppet> player, game.StatsSystem statsystem) staticRTTI global
  • static bool IsAreaClothing(game.data.EquipmentArea equipmentArea) staticRTTI global
  • static game.data.DamageType GetWeaponDamageType(game.StatViewData[] statList) staticRTTI global
  • static bool IsEquipmentAreaCyberware(game.data.EquipmentArea areaType) staticRTTI global
  • static bool IsAreaSelfComparable(game.data.EquipmentArea equipmentArea) staticRTTI global
  • static bool IsAttachmentType(game.data.ItemType type) staticRTTI global
  • static TDBID[] GetAttachmentSlotsForInventory() staticRTTI global
  • static game.ItemData? GetDryGameItemData(game.data.Item_Record itemRecord, game.InventoryManager inventorySystem, WeakHandle<PlayerPuppet> player, game.data.Quality parentQuality) staticRTTI global
  • static game.data.ItemType[] GetInventoryWeaponTypes() staticRTTI global
  • static bool IsEquipmentAreaComparable(game.data.EquipmentArea equipmentArea) staticRTTI global
  • static game.data.Quality[] GetRarityTypesForSorting() staticRTTI global
  • static game.ItemData? GetDryGameItemData(game.data.Item_Record itemRecord, game.InventoryManager inventorySystem, WeakHandle<PlayerPuppet> player) staticRTTI global
  • static int PlayerStrength(WeakHandle<PlayerPuppet> player, game.StatsSystem statsystem) staticRTTI global
  • static bool IsProgramSlot(TDBID slotID) staticRTTI global
  • static game.data.EquipmentArea[] GetAllCyberwareAreas() staticRTTI global