BlackICE Scripting

class game.ui

InventoryGameController

game.ui.InventoryGameController

  • 73 properties
  • 88 functions

Extends game.ui.MenuGameController game.ui.WidgetGameController world.ui.IWidgetGameController ink.IWidgetController IScriptable ISerializable

Properties

PropertyTypeOffset
TooltipsManagerRefink.WidgetReference0x10 scripted
buttonHintsManagerRefink.WidgetReference0x28 scripted
itemModeControllerRefink.WidgetReference0x40 scripted
defaultWrapperink.WidgetReference0x58 scripted
itemWrapperink.WidgetReference0x70 scripted
cyberwareSlotRootRefsink.CompoundWidgetReference0x88 scripted
cyberwareHolderink.WidgetReference0xA0 scripted
cyberdeckInventoryStatsContainerink.CompoundWidgetReference0xB8 scripted
paperDollWidgetink.WidgetReference0xD0 scripted
sortingButtonink.WidgetReference0xE8 scripted
sortingDropdownink.WidgetReference0x100 scripted
notificationRootink.WidgetReference0x118 scripted
playerStatsWidgetink.WidgetReference0x130 scripted
btnBackpackink.WidgetReference0x148 scripted
btnCyberwareink.WidgetReference0x160 scripted
btnCraftingink.WidgetReference0x178 scripted
btnStatsink.WidgetReference0x190 scripted
btnSetsink.WidgetReference0x1A8 scripted
itemNotificationRootink.WidgetReference0x1C0 scripted
TooltipsManagerWeakHandle<game.ui.TooltipsManager>0x1D8 scripted
menuEventDispatcherWeakHandle<ink.MenuEventDispatcher>0x1E8 scripted
buttonHintsControllerWeakHandle<ButtonHints>0x1F8 scripted
playerWeakHandle<PlayerPuppet>0x208 scripted
modeInventoryModes0x218 scripted
itemViewModeItemViewModes0x21C scripted
itemModeLogicControllerWeakHandle<InventoryItemModeLogicController>0x220 scripted
animationProxyink.anim.Proxy?0x230 scripted
animDefink.anim.Definition?0x240 scripted
itemModeProxyink.anim.Proxy?0x250 scripted
itemModeOutroProxyink.anim.Proxy?0x260 scripted
paperDollProxyink.anim.Proxy?0x270 scripted
targetPaperDollVisibilitybool0x280 scripted
refreshUIRequestedbool0x281 scripted
InventoryListWeakHandle<InventoryItemDisplay>[]0x288 scripted
WeaponsListWeakHandle<InventoryItemDisplayController>[]0x298 scripted
EquipmentListWeakHandle<InventoryItemDisplayController>[]0x2A8 scripted
CyberwareListWeakHandle<InventoryItemDisplayController>[]0x2B8 scripted
PocketListWeakHandle<InventoryItemDisplayController>[]0x2C8 scripted
ConsumablesListWeakHandle<InventoryItemDisplayController>[]0x2D8 scripted
animationListWeakHandle<InventoryItemDisplayController>[]0x2E8 scripted
InventoryManagerInventoryDataManagerV2?0x2F8 scripted
uiScriptableSystemWeakHandle<UIScriptableSystem>0x308 scripted
comparisonResolverItemPreferredComparisonResolver?0x318 scripted
equipmentSystemWeakHandle<EquipmentSystem>0x328 scripted
EquipAreasgame.data.EquipmentArea[]0x338 scripted
CyberwareAreasgame.data.EquipmentArea[]0x348 scripted
WeaponAreasgame.data.ItemType[]0x358 scripted
PocketAreasgame.data.EquipmentArea[]0x368 scripted
ConsumablesAreasgame.data.EquipmentArea[]0x378 scripted
UIBBEquipmentUI_EquipmentDef?0x388 scripted
UIBBItemModUI_ItemModSystemDef?0x398 scripted
DisassembleCallbackUI_CraftingDef?0x3A8 scripted
UIBBEquipmentBlackboardWeakHandle<game.IBlackboard>0x3B8 scripted
UIBBItemModBlackbordWeakHandle<game.IBlackboard>0x3C8 scripted
DisassembleBlackboardWeakHandle<game.IBlackboard>0x3D8 scripted
InventoryBBIDred.CallbackObject?0x3E8 scripted
EquipmentBBIDred.CallbackObject?0x3F8 scripted
SubEquipmentBBIDred.CallbackObject?0x408 scripted
ItemModBBIDred.CallbackObject?0x418 scripted
DisassembleBBIDred.CallbackObject?0x428 scripted
isE3Demobool0x438 scripted
inventoryStatsListenerInventoryStatsListener?0x440 scripted
quantityPickerPopupTokenink.GameNotificationToken?0x450 scripted
psmBlackboardWeakHandle<game.IBlackboard>0x460 scripted
cyberdeckInventoryStatsControllerWeakHandle<CyberdeckInventoryStatsController>0x470 scripted
equipmentAreaCategoryEventQueueEquipmentAreaCategoryCreated?[]0x480 scripted
cyberwareItemsgame.InventoryItemData[]0x490 scripted
equipmentAreaCategoriesEquipmentAreaCategory?[]0x4A0 scripted
wardrobeOutfitAreasgame.data.EquipmentArea[]0x4B0 scripted
lastClothingSetIndexint0x4C0 scripted
telemetrySystemWeakHandle<game.TelemetryTelemetrySystem>0x4C8 scripted
CyberwareScreenUserDataCyberwareDisplayWrapper?0x4D8 scripted
openItemModebool0x4E8 scripted

Functions

  • bool OnInitialize() overrideRTTI
  • bool OnSetUserData(IScriptable userData) RTTI
  • void SetupSetButton() RTTI
  • void RefreshPlayerCyberware() RTTI
  • bool OnSlotSpawned(ink.Widget widget, IScriptable userData) RTTI
  • void OpenCyberwareModificationScreen(InventoryItemDisplayData displayData) RTTI
  • void OpenCyberwareMenu() RTTI
  • bool OnItemChooserItemChanged(ItemChooserItemChanged e) RTTI
  • void HandlePostInitializeQueue() RTTI
  • bool OnUninitialize() overrideRTTI
  • void RegisterToBB() RTTI
  • void UnregisterFromBB() RTTI
  • void SetupPlayerStats(WeakHandle<PlayerPuppet> player, ScriptGameInstance game) RTTI
  • void UpdateDropdownContext(DropdownDisplayContext context) RTTI
  • bool OnDropdownItemClickedEvent(DropdownItemClickedEvent evt) RTTI
  • bool OnSortingButtonClicked(ink.PointerEvent evt) RTTI
  • WeakHandle<ink.CompoundWidget>[] GetEquipmentAreas(WeakHandle<ink.CompoundWidget> iw, int levels) RTTI
  • bool OnDelayedRefreshUI(DelayedRefreshUI evt) RTTI
  • void RefreshUI() RTTI
  • void RefreshedEquippedItemData(game.InventoryItemData equippedItem) RTTI
  • void RefreshEquippedWardrobeItems() RTTI
  • void SwapMode(InventoryModes mode) RTTI
  • void OpenDefaultMode(bool? openingMenu) RTTI
  • EquipmentAreaDisplays? GetEquipementAreaDisplays(game.data.EquipmentArea equipmentArea) RTTI
  • EquipmentAreaCategory? GetEquipmentCategory(InventoryItemDisplayCategoryArea equipmentCategory) RTTI
  • EquipmentAreaCategory? GetEquipmentCategoryByArea(game.data.EquipmentArea equipmentArea) RTTI
  • EquipmentAreaDisplays? GetEquipmentAreaDisplaysFromCategory(game.data.EquipmentArea[] equipmentAreas, EquipmentAreaCategory categoryArea) RTTI
  • CName GetSlotType(game.data.EquipmentArea[] areaTypes) RTTI
  • bool IsEquipmentAreaCyberware(game.InventoryItemData itemData) RTTI
  • bool OnEquipmentAreaCategoryCreated(EquipmentAreaCategoryCreated e) RTTI
  • int CountNewItems(game.ItemID[] items) RTTI
  • bool IsAreaLockedByOutfit(game.data.EquipmentArea equipmentArea) RTTI
  • void PopulateArea(WeakHandle<ink.CompoundWidget> targetRoot, EquipmentAreaDisplays container, int numberOfSlots, game.data.EquipmentArea[] equipmentAreas) RTTI
  • bool OnBack(IScriptable userData) overrideRTTI
  • void UpdateNewItemsIndicators() RTTI
  • bool OnCloseMenu(IScriptable userData) RTTI
  • bool IsUnequipBlocked(game.ItemID itemID) RTTI
  • void WardrobeOutfitUnequipSet() RTTI
  • bool OnEquipmentClick(ItemDisplayClickEvent evt) RTTI
  • void NotifyItemUpdate(game.data.EquipmentArea? equipmentArea, int? slotIndex, game.EHotkey? hotkey) RTTI
  • void ShowNotification(ScriptGameInstance gameInstance, UIMenuNotificationType type) RTTI
  • bool OnInventoryHold(ink.PointerEvent evt) RTTI
  • bool OnOpenInventoryQuantityPickerRequest(OpenInventoryQuantityPickerRequest request) RTTI
  • void OpenQuantityPicker(game.InventoryItemData itemData, QuantityPickerActionType actionType, bool? local) RTTI
  • bool OnLocalQuantityPickerPopupClosed(ink.GameNotificationData data) RTTI
  • void OnQuantityPickerDisassembly(QuantityPickerPopupCloseData data) RTTI
  • bool OnQuantityPickerPopupClosed(ink.GameNotificationData data) RTTI
  • bool ReadUICondition(game.data.UICondition condition) overrideRTTI
  • void OpenItemMode(InventoryItemDisplayData displayData) RTTI
  • bool OnDelayedSetItemModeShown(DelayedSetItemModeShown evt) RTTI
  • bool IsItemACyberdeck(InventoryItemDisplayData displayData) RTTI
  • void UnequipItem(InventoryItemDisplayController controller, game.InventoryItemData itemData) RTTI
  • void EquipItem(game.InventoryItemData itemData) RTTI
  • void OnInventoryItemHoverOver(game.InventoryItemData itemData, WeakHandle<ink.Widget> target) RTTI
  • void ShowTooltipsForItemData(game.InventoryItemData equippedItem, game.InventoryItemData inspectedItemData, WeakHandle<ink.Widget> target) RTTI
  • void HideTooltips() RTTI
  • void SetInventoryItemButtonHintsHoverOver(game.InventoryItemData displayingData) RTTI
  • void SetInventoryItemButtonHintsHoverOut() RTTI
  • void StartModeTransitionAnimation(InventoryItemDisplayData? displayData) RTTI
  • void ZoomCamera(int target) RTTI
  • InventoryItemDisplayController?[] GetVisibleSlots(InventoryItemDisplayController? slotToSkip) RTTI
  • WeakHandle<ink.Widget>[] GetVisibleAdditionalWidgets() RTTI
  • void PlayGearToItemModeAnimation(CName moveAnimation, CName hideAnimation, InventoryItemDisplayController target, InventoryItemDisplayController[] itemToHide) RTTI
  • void PlayMoveAnimation(InventoryItemDisplayController target) RTTI
  • InventoryPaperdollZoomArea GetZoomArea(game.data.EquipmentArea equipmentArea) RTTI
  • PaperdollPositionAnimation GetEquipmentAreaPaperdollLocation(game.data.EquipmentArea equipmentArea) RTTI
  • void PlayShowHideItemChooserAnimation(bool visible) RTTI
  • void PlaySlidePaperdollAnimation(PaperdollPositionAnimation position, bool? hide) RTTI
  • bool OnItemModeItemChanged(ItemModeItemChanged e) RTTI
  • void InvlidateAllClothes() RTTI
  • bool OnDefaultToItemModeComplete(ink.anim.Proxy anim) RTTI
  • bool OnItemtoDefaultModeComplete(ink.anim.Proxy anim) RTTI
  • bool OnItemModeFadeInComplete(ink.anim.Proxy anim) RTTI
  • bool OnItemModeFadeOutComplete(ink.anim.Proxy anim) RTTI
  • bool OnDefaultModeFadeInComplete(ink.anim.Proxy anim) RTTI
  • bool OnDefaultModeFadeOutComplete(ink.anim.Proxy anim) RTTI
  • void GetAttachmentDataForInventoryItem(game.InventoryItemData itemData, InventoryComboBoxData[] boxData, bool allowUnequip) RTTI
  • void GetAttachmentDataForCustomizeFromInventory(game.InventoryItemData inspectedItemData, game.InventoryItemData[] equipmentData, InventoryComboBoxData[] boxData) RTTI
  • bool OnSetMenuEventDispatcher(WeakHandle<ink.MenuEventDispatcher> menuEventDispatcher) overrideRTTI
  • string GetSlotNameFromEqArea(game.data.EquipmentArea area) RTTI
  • InventoryItemDisplay? GetInventoryItemControllerFromTarget(ink.PointerEvent evt) RTTI
  • InventoryItemDisplayController? GetEquipmentSlotControllerFromTarget(ink.PointerEvent evt) RTTI
  • bool IsAnEquipmentArea(game.data.EquipmentArea equipmentArea) RTTI
  • int GetFirstAvailableWeaponSlot() RTTI
  • WeakHandle<InventoryItemDisplayController>[] GetAssociatedCategory(InventoryItemDisplayController controller) RTTI
  • bool GetSide(InventoryItemDisplayController controller) RTTI
  • game.ui.ETooltipPlacement GetTooltipPlacement(InventoryItemDisplayController controller) RTTI
  • string GetCategoryHeader(InventoryItemDisplayData displayData) RTTI