class
InventoryWeaponSlot
- 5 properties
- 4 functions
Extends InventoryEquipmentSlot ink.WidgetLogicController ink.IWidgetLogicController IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
DamageIndicatorRef | ink.WidgetReference | 0x360 | scripted |
DPSRef | ink.WidgetReference | 0x378 | scripted |
DPSValueLabel | ink.TextWidgetReference | 0x390 | scripted |
DamageTypeIndicator | WeakHandle<DamageTypeIndicator> | 0x3A8 | scripted |
IntroPlayed | bool | 0x3B8 | scripted |
Functions
bool OnInitialize()overrideRTTIre.Hooks.Place( "InventoryWeaponSlot", "OnInitialize", (InventoryWeaponSlot_OnInitialize x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct InventoryWeaponSlot_OnInitialize( InventoryWeaponSlot self );void Setup(game.InventoryItemData itemData, game.data.EquipmentArea equipmentArea, string? slotName, int? slotIndex, ent.Entity? ownerEntity)overrideRTTIre.Hooks.PlaceVoid( "InventoryWeaponSlot", "Setup;InventoryItemDatagamedataEquipmentAreaStringInt32Entity", (InventoryWeaponSlot_Setup x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct InventoryWeaponSlot_Setup( InventoryWeaponSlot self, game.InventoryItemData itemData, game.data.EquipmentArea equipmentArea, string? slotName, int? slotIndex, ent.Entity? ownerEntity );void PlayIntroAnimation(int framesDelay)RTTIre.Hooks.PlaceVoid( "InventoryWeaponSlot", "PlayIntroAnimation;Int32", (InventoryWeaponSlot_PlayIntroAnimation x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct InventoryWeaponSlot_PlayIntroAnimation( InventoryWeaponSlot self, int framesDelay );void RefreshUI()overrideRTTIre.Hooks.PlaceVoid( "InventoryWeaponSlot", "RefreshUI;", (InventoryWeaponSlot_RefreshUI x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct InventoryWeaponSlot_RefreshUI( InventoryWeaponSlot self );