class game.data
InventoryItem_Record
game.data.InventoryItem_Record
- 0 properties
- 8 functions
Extends game.data.TweakDBRecord IScriptable ISerializable
Properties
None.
Functions
WeakHandle<game.data.AttachmentSlot_Record> EquipSlot_DEPRECATED()RTTIgame.data.AttachmentSlot_Record? EquipSlot_DEPRECATEDHandle()RTTIre.Hooks.Place( "gamedataInventoryItem_Record", "EquipSlot_DEPRECATEDHandle", (InventoryItem_Record_EquipSlot_DEPRECATEDHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AttachmentSlot_Record>(); } ); [Msgpack.Gen] public readonly partial record struct InventoryItem_Record_EquipSlot_DEPRECATEDHandle( game.data.InventoryItem_Record self );WeakHandle<game.data.Item_Record> Item()RTTIgame.data.Item_Record? ItemHandle()RTTIre.Hooks.Place( "gamedataInventoryItem_Record", "ItemHandle", (InventoryItem_Record_ItemHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.Item_Record>(); } ); [Msgpack.Gen] public readonly partial record struct InventoryItem_Record_ItemHandle( game.data.InventoryItem_Record self );WeakHandle<game.data.AttachmentSlot_Record> ActiveForSlot()RTTIgame.data.AttachmentSlot_Record? ActiveForSlotHandle()RTTIre.Hooks.Place( "gamedataInventoryItem_Record", "ActiveForSlotHandle", (InventoryItem_Record_ActiveForSlotHandle x) => { return re.Hooks.CallOriginal<re.msgpack.game.data.AttachmentSlot_Record>(); } ); [Msgpack.Gen] public readonly partial record struct InventoryItem_Record_ActiveForSlotHandle( game.data.InventoryItem_Record self );int Quantity()RTTIre.Hooks.Place( "gamedataInventoryItem_Record", "Quantity", (InventoryItem_Record_Quantity x) => { return re.Hooks.CallOriginal<re.msgpack.Int>(); } ); [Msgpack.Gen] public readonly partial record struct InventoryItem_Record_Quantity( game.data.InventoryItem_Record self );float ChanceInCrowd()RTTIre.Hooks.Place( "gamedataInventoryItem_Record", "ChanceInCrowd", (InventoryItem_Record_ChanceInCrowd x) => { return re.Hooks.CallOriginal<re.msgpack.Float>(); } ); [Msgpack.Gen] public readonly partial record struct InventoryItem_Record_ChanceInCrowd( game.data.InventoryItem_Record self );