BlackICE Scripting

class

Vendor

  • 16 properties
  • 61 functions

Extends IScriptable ISerializable

Properties

PropertyTypeOffset
gameInstanceScriptGameInstance0x0 scripted
vendorObjectWeakHandle<game.Object>0x18 scripted
tweakIDTDBID0x28 scripted
lastInteractionTimefloat0x30 scripted
stockgame.SItemStack[]0x38 scripted
newItemsTDBID[]0x48 scripted
soldItemsSoldItemsCache?0x58 scripted
priceMultiplierfloat0x68 scripted
vendorPersistentIDgame.PersistentID0x70 scripted
stockInitbool0x80 scripted
playerHacksInitbool0x81 scripted
inventoryInitbool0x82 scripted
isAttachedbool0x83 scripted
inventoryReinitWithPlayerStatsbool0x84 scripted
vendorRecordWeakHandle<game.data.Vendor_Record>0x88 scripted
playerHacksgame.ItemID[]0x98 scripted

Functions

  • void Initialize(ScriptGameInstance gameInstance, TDBID vendorID, game.Object vendorObject) RTTI
  • void OnAttach(WeakHandle<game.Object> owner) RTTI
  • void OnDeattach(WeakHandle<game.Object> owner) RTTI
  • void OnRestored(ScriptGameInstance gameInstance, bool forceReinit) RTTI
  • bool IsAttached() RTTI
  • game.SItemStack[] GetStock() RTTI
  • void LazyInitStock() RTTI
  • void InitPlayerHacks() RTTI
  • game.PersistentID GetVendorPersistentID() RTTI
  • TDBID GetVendorTweakID() RTTI
  • game.data.VendorType GetVendorType() RTTI
  • game.data.Vendor_Record? GetVendorRecord() RTTI
  • WeakHandle<game.Object> GetVendorObject() RTTI
  • float GetPriceMultiplier() RTTI
  • float GetLastInteractionTime() RTTI
  • SoldItemsCache? GetSoldItems() RTTI
  • game.SItemStack[] GetItemsForSale(bool checkPlayerCanBuy) RTTI
  • int GetMoney() RTTI
  • game.SItemStack[] GetCyberwareForSale(bool checkPlayerCanBuy) RTTI
  • game.SItemStack[] GetAllStockForSale(bool checkPlayerCanBuy) RTTI
  • game.SItemStack[] GetItemsPlayerCanSell(bool allowQuestItems, bool excludeEquipped) RTTI
  • void OnVendorMenuOpen() RTTI
  • void SetPriceMultiplier(float value) RTTI
  • void SetPersistentID(game.PersistentID persistentID) RTTI
  • bool PlayerCanSell(game.ItemID itemID, bool allowQuestItems, bool excludeEquipped) RTTI
  • bool PlayerCanBuy(game.SItemStack itemStack) RTTI
  • bool CompareWithPlayerGrenadesQuality(game.SItemStack itemStack) RTTI
  • bool CompareWithPlayerHealingItemsQuality(game.SItemStack itemStack) RTTI
  • void FillVendorInventory(bool allowRegeneration) RTTI
  • void InitializeStock() RTTI
  • void LoadPlayerHacks() RTTI
  • void RegenerateStock() RTTI
  • void UpdateNewItems(game.SItemStack[] newStock) RTTI
  • int CalculateQuantityForStack(game.data.VendorWare_Record vendorWare, PlayerPuppet player) RTTI
  • void InitSingleItemStack(out game.SItemStack itemStack, game.data.Item_Record itemRecord, game.ItemID itemID) RTTI
  • void CreateStacksFromVendorItemQuery(out game.SItemStack[] outputStack, WeakHandle<game.data.VendorItemQuery_Record> vendorItemQuery, PlayerPuppet player) RTTI
  • void CreateStacksFromVendorItem(out game.SItemStack[] outputStacks, WeakHandle<game.data.VendorItem_Record> vendorItem, PlayerPuppet player) RTTI
  • void CreateDynamicStockFromPlayerProgression(out game.SItemStack[] outputStacks, WeakHandle<game.Object> player) RTTI
  • bool ShouldRegenerateStock() RTTI
  • bool ShouldRegenerateItem(TDBID itemTDBID) RTTI
  • bool AlwaysInStock(TDBID itemTDBID) RTTI
  • void SellItemToVendor(game.SItemStack itemStack, int requestId) RTTI
  • void SellItemsToVendor(game.SItemStack[] itemsStack, int requestId) RTTI
  • void BuyItemFromVendor(game.SItemStack itemStack, int requestId) RTTI
  • void BuyItemsFromVendor(game.SItemStack[] itemsStack, int requestId) RTTI
  • void BuybackItemFromVendor(game.SItemStack itemStack, int requestId) RTTI
  • void BuybackItemsFromVendor(game.SItemStack[] itemsStack, int requestId) RTTI
  • void DispenseItemFromVendor(Vector4 position, game.ItemID? itemID) RTTI
  • void DispenseItemStackFromVendor(Vector4 position, game.ItemID itemID, int amount, bool? bypassStock) RTTI
  • game.ItemID GetRandomStockItem() RTTI
  • bool PerformItemTransfer(WeakHandle<game.Object> buyer, WeakHandle<game.Object> seller, SItemTransaction itemTransaction) RTTI
  • void AddItemsToStock(game.SItemStack itemStack) RTTI
  • bool RemoveItemsFromStock(game.SItemStack itemStack) RTTI
  • int GetItemIndex(game.ItemID itemID) RTTI
  • bool RemoveItemIDFromStock(game.ItemID itemID) RTTI
  • void ItemInspected(TDBID itemTDBID) RTTI
  • bool IsNewItem(TDBID itemTDBID) RTTI
  • TDBID[] GetNewItems() RTTI
  • bool DoesEquipAreaContainNewItems(game.data.EquipmentArea area, bool checkPlayerCanBuy) RTTI
  • static int GetMaxItemStacksPerVendor(bool useIncreasedLimit) staticRTTI global
  • static bool ShouldDiscardQualityForNewCWs() staticRTTI global