EquipmentSystemPlayerData
classscriptedClass
extends IScriptable › ISerializable
Properties 17
| Name | Type | Flags |
|---|---|---|
clothingSlotsInfo | array<SSlotInfo> | scriptedprivatepersistent |
clothingVisualsInfo | array<SSlotVisualInfo> | scriptedprivatepersistent |
equipAreaIndexCache | array<Int32> | scriptedprivate |
equipment | SLoadout | scriptedprivatepersistent |
equipPending | Bool | scriptedprivate |
eventsSent | Int32 | scriptedprivate |
hotkeys | array<ref<Hotkey>> | scriptedprivatepersistent |
inventoryManager | ref<InventoryDataManagerV2> | scriptedprivate |
lastActiveWardrobeSet | gameWardrobeClothingSetIndex | scriptedprivatepersistent |
lastUsedStruct | SLastUsedWeapon | scriptedprivatepersistent |
owner | wref<ScriptedPuppet> | scriptedpublic |
ownerID | EntityID | scriptedprivatepersistent |
slotActiveItemsInHands | SSlotActiveItems | scriptedprivatepersistent |
visualTagProcessingInfo | array<SVisualTagProcessing> | scriptedprivate |
visualUnequipTransition | Bool | scriptedprivate |
wardrobeDisabled | Bool | scriptedprivatepersistent |
wardrobeSystem | ref<WardrobeSystem> | scriptedprivate |
Methods 251
private final func AddItemToSlot(transactionSystem: ref<TransactionSystem>, slot: TweakDBID, itemID: ItemID, area: gamedataEquipmentArea) -> Boolscripted
private final func AddVisualItemToSlot(transactionSystem: ref<TransactionSystem>, area: gamedataEquipmentArea) -> Boolscripted
private final func ApplyEquipGLPs(itemID: ItemID)scripted
private final func ApplySlotGLPs(equipSlotID: TweakDBID)scripted
private final func AssignNextValidItemToHotkey(currentItem: ItemID) -> Boolscripted
private final func ChangeAppearanceToItem(item: ItemID)scripted
public final func CheckCyberjunkieAchievement()scripted
public final func CheckCyberwareItemForActivatedAction(item: ItemID) -> Boolscripted
private final const func CheckEquipPrereqs(itemID: ItemID, randomVariant: Int32) -> Boolscripted
private final const func CheckTagsInItem(itemID: ItemID, requiredTags: script_ref<array<CName>>) -> Boolscripted
public final func CheckWeaponAgainstGameplayRestrictions(weaponItem: ItemID, opt suppressDriverWarnings: Bool) -> Boolscripted
public final func ClearAllWeaponSlots()scripted
private final func ClearEquipment()scripted
protected final func ClearItemAppearance(area: gamedataEquipmentArea)scripted
private final func ClearItemAppearanceEvent(areaType: gamedataEquipmentArea)scripted
public final func ClearItemFromHotkey(hotkey: EHotkey)scripted
public final func ClearLastUsedStruct()scripted
private final func ClearPreviewItem(area: gamedataEquipmentArea)scripted
private final func ClearVisuals(area: gamedataEquipmentArea)scripted
private final func CreateClothingVisualSlotInfo(area: gamedataEquipmentArea) -> SSlotVisualInfoscripted
private final func CreateSlotInfo(area: gamedataEquipmentArea, slot: script_ref<String>, visualTag: CName) -> SSlotInfoscripted
private final func CreateUnequipConsumableWeaponManipulationRequest()scripted
private final func CreateUnequipGadgetWeaponManipulationRequest()scripted
public final func CreateUnequipWeaponManipulationRequest()scripted
public final func CycleWeapon(cycleNext: Bool, onlyCheck: Bool) -> ItemIDscripted
private final func DeleteEquipmentSet(setName: script_ref<String>)scripted
public final func DeleteWardrobeSet(setID: gameWardrobeClothingSetIndex)scripted
private final func DrawItem(itemToDraw: ItemID, drawAnimationType: gameEquipAnimationType)scripted
private final func EquipBaseFists() -> ItemIDscripted
public final func EquipItem(itemID: ItemID, opt blockActiveSlotsUpdate: Bool, opt forceEquipWeapon: Bool)scripted
private final func EquipItem(itemID: ItemID, slotIndex: Int32, opt blockActiveSlotsUpdate: Bool, opt forceEquipWeapon: Bool)scripted
private final func EquipVisuals(item: ItemID)scripted
public final func EquipWardrobeSet(setID: gameWardrobeClothingSetIndex)scripted
public final func EvaluateUnderwearTopHiddenState() -> Boolscripted
private final const func EvaluateUnderwearTopVisibility(unequippedItem: ItemID) -> Boolscripted
private final const func EvaluateUnderwearVisibility(unequippedItem: ItemID) -> Boolscripted
private final func FinalizeVisualTagProcessing()scripted
public final func FindItemInEquipArea(item: ItemID, area: gamedataEquipmentArea) -> ItemIDscripted
public final func FindItemInEquipAreaByTag(tag: CName, area: gamedataEquipmentArea) -> ItemIDscripted
public final const func FindWardrobeClothingSetByID(setID: gameWardrobeClothingSetIndex) -> ref<ClothingSet>scripted
public final const func GetActiveConsumable() -> ItemIDscripted
public final const func GetActiveCyberware() -> ItemIDscripted
public final const func GetActiveGadget() -> ItemIDscripted
public final const func GetActiveHeavyWeapon() -> ItemIDscripted
public final const func GetActiveItem(equipArea: gamedataEquipmentArea) -> ItemIDscripted
public final const func GetActiveItemID(equipAreaIndex: Int32) -> ItemIDscripted
public final const func GetActiveMeleeWare() -> ItemIDscripted
public final const func GetActiveWardrobeSet() -> ref<ClothingSet>scripted
public final func GetActiveWeapon() -> ItemIDscripted
public final const func GetActiveWeaponObject(equipArea: gamedataEquipmentArea) -> ref<ItemObject>scripted
public final func GetActiveWeaponToUnequip() -> ItemIDscripted
public final const func GetAllAbilityCyberwareSlots() -> array<SEquipSlot>scripted
private final const func GetAllAbilityCyberwareSlotsByEquipmentArea(equipmentArea: gamedataEquipmentArea, outCyberwareList: script_ref<array<SEquipSlot>>)scripted
public final const func GetAllCyberwareEquipmentAreas() -> array<gamedataEquipmentArea>scripted
private final func GetAreaTypeByVisualTag(tag: CName) -> gamedataEquipmentAreascripted
private final func GetBaseFistsItemID() -> ItemIDscripted
private final const func GetEquipArea(areaType: gamedataEquipmentArea) -> SEquipAreascripted
public final const func GetEquipAreaFromItemID(item: ItemID) -> SEquipAreascripted
private final const func GetEquipAreaIndex(areaType: gamedataEquipmentArea) -> Int32scripted
private final const func GetEquipAreaIndex(equipAreaID: TweakDBID) -> Int32scripted
private final func GetEquipAreaRecordByType(areaType: gamedataEquipmentArea) -> ref<EquipmentArea_Record>scripted
public final func GetEquipment() -> SLoadoutscripted
private final func GetEquippedClothesAndWeapons() -> array<ItemID>scripted
public final const func GetEquippedQuestItems() -> array<ItemID>scripted
public final func GetFirstMeleeWeaponItemID() -> ItemIDscripted
private final func GetFistsItemID() -> ItemIDscripted
private final func GetHighestPriorityMovementAudio() -> CNamescripted
public final func GetInventoryManager() -> wref<InventoryDataManagerV2>scripted
private final const func GetItemAppearanceForGender(itemID: ItemID) -> CNamescripted
private final func GetItemGLPs(itemID: TweakDBID) -> array<wref<GameplayLogicPackage_Record>>scripted
public final func GetItemIDfromEquipmentManipulationAction(eqManipulationAction: EquipmentManipulationAction) -> ItemIDscripted
public final const func GetItemInEquipSlot(areaType: gamedataEquipmentArea, slotIndex: Int32) -> ItemIDscripted
private final const func GetItemInEquipSlot(equipAreaIndex: Int32, slotIndex: Int32) -> ItemIDscripted
private final const func GetItemsByEquipAreaAndItemType(equipmentArea: gamedataEquipmentArea, itemType: gamedataItemType, outItems: script_ref<array<SEquipSlot>>)scripted
public final func GetLastUsedMeleeWeaponItemID() -> ItemIDscripted
public final func GetLastUsedOrFirstAvailableDriverCombatWeapon(driverCombatWeaponTag: CName) -> ItemIDscripted
public final func GetLastUsedOrFirstAvailableMeleeWeapon() -> ItemIDscripted
public final func GetLastUsedOrFirstAvailableOneHandedRangedWeapon() -> ItemIDscripted
public final func GetLastUsedOrFirstAvailableRangedWeapon() -> ItemIDscripted
public final func GetLastUsedOrFirstAvailableWeapon() -> ItemIDscripted
public final func GetLastUsedStruct() -> SLastUsedWeaponscripted
public final func GetLastUsedWeaponItemID() -> ItemIDscripted
private final func GetMeleewareOrFistsItemID() -> ItemIDscripted
public final const func GetNextActiveItem(equipArea: gamedataEquipmentArea) -> ItemIDscripted
private final const func GetNextActiveItemIndex(equipAreaIndex: Int32) -> Int32scripted
private final const func GetNextActiveItemIndex(equipAreaIndex: Int32, requiredTags: script_ref<array<CName>>) -> Int32scripted
private final func GetNextItemInList(arr: script_ref<array<ItemID>>, fromIndex: Int32) -> ItemIDscripted
public final func GetNextThrowableWeapon() -> ItemIDscripted
public final const func GetNextWeaponWheelItem() -> ItemIDscripted
public final const func GetNumberEquippedWeapons() -> Int32scripted
public final const func GetNumberOfItemsInEquipmentArea(areaType: gamedataEquipmentArea) -> Int32scripted
public final const func GetNumberOfSlots(areaType: gamedataEquipmentArea, opt includeLocked: Bool) -> Int32scripted
public final func GetOwner() -> wref<ScriptedPuppet>scripted
private final const func GetOwnerGender() -> CNamescripted
public final func GetOwnerID() -> EntityIDscripted
public final const func GetPaperDollEquipAreas() -> array<SEquipArea>scripted
public final const func GetPaperDollItems() -> array<ItemID>scripted
public final const func GetPaperDollSlots() -> array<gamedataEquipmentArea>scripted
private final const func GetPlacementSlot(equipAreaIndex: Int32, slotIndex: Int32) -> TweakDBIDscripted
private final func GetPlacementSlotByAreaType(area: gamedataEquipmentArea) -> TweakDBIDscripted
private final func GetPlayerEquipmentAreas(out list: array<wref<EquipmentArea_Record>>)scripted
public final func GetRequestSlotFromEquipmentManipulationAction(eqManipulationAction: EquipmentManipulationAction) -> EquipmentManipulationRequestSlotscripted
public final func GetRequestSlotFromItemID(item: ItemID) -> EquipmentManipulationRequestSlotscripted
public final func GetSlotActiveItem(slot: EquipmentManipulationRequestSlot) -> ItemIDscripted
public final func GetSlotActiveItemStruct() -> SSlotActiveItemsscripted
public final func GetSlotActiveWeapon() -> ItemIDscripted
private final func GetSlotGLPs(equipSlotID: TweakDBID) -> array<wref<GameplayLogicPackage_Record>>scripted
public final const func GetSlotIndex(itemID: ItemID) -> Int32scripted
public final const func GetSlotIndex(itemID: ItemID, equipAreaType: gamedataEquipmentArea) -> Int32scripted
public final const func GetSlotOverridenVisualItem(area: gamedataEquipmentArea) -> ItemIDscripted
private final func GetSlotsInfoIndex(tag: CName) -> Int32scripted
public final const func GetVisualItemInSlot(area: gamedataEquipmentArea) -> ItemIDscripted
private final const func GetVisualSetIndex(area: gamedataEquipmentArea) -> Int32scripted
private final const func GetVisualSlotIndex(area: gamedataEquipmentArea, opt excludeUnderwear: Bool) -> Int32scripted
private final const func GetVisualTagByAreaType(area: gamedataEquipmentArea) -> CNamescripted
public final func GetWeaponSlotItem(weaponSlot: Int32) -> ItemIDscripted
private final func HandleArmsCWUnequip(owner: ref<PlayerPuppet>)scripted
private final func HandleStrongArmsEquip(armsCWID: ItemID)scripted
private final const func HasItemEquipped(equipAreaIndex: Int32, opt slotIndex: Int32) -> Boolscripted
private final const func HasItemInInventory(item: ItemID) -> Boolscripted
private final const func HasUnderwearVisualTags(item: ItemID) -> Boolscripted
private final func HideItem(area: gamedataEquipmentArea, hide: Bool)scripted
public final func HotkeysOnRestore()scripted
public final func InitializeClothingOverrideInfo()scripted
private final func InitializeClothingSlotsInfo()scripted
private final func InitializeEquipment()scripted
private final func InitializeEquipmentArea(equipAreaRecord: ref<EquipmentArea_Record>, out equipArea: SEquipArea)scripted
private final func InitializeEquipmentAreaIndexCache()scripted
private final func InitializeEquipSlotFromRecord(slotRecord: ref<EquipSlot_Record>, out equipSlot: SEquipSlot)scripted
private final func InitializeEquipSlotsFromRecords(slotRecords: array<wref<EquipSlot_Record>>, out equipSlots: array<SEquipSlot>)scripted
public final const func IsBuildCensored() -> Boolscripted
public final func IsClothingVisualsInfoEmpty() -> Boolscripted
public final func IsEquipmentManipulationAnUnequipRequest(eqManipulationAction: EquipmentManipulationAction) -> Boolscripted
public final const func IsEquippable(itemData: wref<gameItemData>) -> Boolscripted
public final const func IsEquipped(item: ItemID) -> Boolscripted
public final const func IsEquipped(item: ItemID, equipmentArea: gamedataEquipmentArea) -> Boolscripted
public final func IsEquipPending() -> Boolscripted
private final const func IsItemAWeapon(item: ItemID) -> Boolscripted
private final const func IsItemConstructed(item: ItemID) -> Boolscripted
public final const func IsItemInHotkey(itemID: ItemID) -> Boolscripted
private final const func IsItemOfCategory(item: ItemID, category: gamedataItemCategory) -> Boolscripted
private final const func IsPartialVisualTagActive(itemID: ItemID, transactionSystem: ref<TransactionSystem>) -> Boolscripted
public final const func IsSideUpgradeEquipped(itemID: ItemID) -> Boolscripted
public final const func IsSlotHidden(area: gamedataEquipmentArea) -> Boolscripted
public final const func IsSlotLocked(equipAreaType: gamedataEquipmentArea, index: Int32, out visibleWhenLocked: Bool) -> Boolscripted
private final const func IsSlotLocked(slot: SEquipSlot, out visibleWhenLocked: Bool) -> Boolscripted
public final const func IsSlotOverriden(area: gamedataEquipmentArea) -> Boolscripted
private final func IsTransmogBlockedOnSlot(area: gamedataEquipmentArea) -> Boolscripted
private final const func IsUnderwear(area: gamedataEquipmentArea) -> Boolscripted
public final func IsUnderwearHidden() -> Boolscripted
public final const func IsVisualSetActive() -> Boolscripted
public final const func IsVisualSetUnequipInTransition() -> Boolscripted
private final const func IsVisualTagActive(tag: CName) -> Boolscripted
private final func IsVisualTagValid(tag: CName) -> Boolscripted
public final const func IsWardrobeEnabled() -> Boolscripted
private final func LoadEquipmentSet(setName: script_ref<String>)scripted
public final func OnAssignHotkeyIfEmptySlot(request: ref<AssignHotkeyIfEmptySlot>)scripted
public final func OnAssignToCyberwareWheelRequest(request: ref<AssignToCyberwareWheelRequest>)scripted
public final func OnAttach()scripted
public final func OnCheckRemovedItemWithSlotActiveItem(request: ref<CheckRemovedItemWithSlotActiveItem>)scripted
public final func OnClearAllWeaponSlotsRequest(request: ref<ClearAllWeaponSlotsRequest>)scripted
public final func OnClearEquipmentRequest(request: ref<ClearEquipmentRequest>)scripted
public final func OnClearItemAppearance(resetItemID: ItemID)scripted
public final func OnDeleteEquipmentSetRequest(request: ref<DeleteEquipmentSetRequest>)scripted
public final func OnDetach()scripted
public final func OnDrawItemRequest(request: ref<DrawItemRequest>)scripted
public final func OnEquipmentSystemWeaponManipulationRequest(request: ref<EquipmentSystemWeaponManipulationRequest>)scripted
public final func OnEquipmentUIBBRequest(request: ref<EquipmentUIBBRequest>)scripted
public final func OnEquipProcessVisualTags(itemID: ItemID)scripted
public final func OnEquipRequest(request: ref<EquipRequest>)scripted
public final func OnEquipVisualsRequest(request: ref<EquipVisualsRequest>)scripted
public final func OnGameplayEquipProgramsRequest(request: ref<GameplayEquipProgramsRequest>)scripted
public final func OnGameplayEquipRequest(request: ref<GameplayEquipRequest>)scripted
public final func OnHotkeyAssignmentRequest(request: ref<HotkeyAssignmentRequest>)scripted
public final func OnHotkeyRefreshRequest(request: ref<HotkeyRefreshRequest>)scripted
public final func OnInitialize()scripted
public final func OnInstallCyberwareRequest(request: ref<InstallCyberwareRequest>)scripted
public final func OnLoadEquipmentSetRequest(request: ref<LoadEquipmentSetRequest>)scripted
public final func OnPartInstallRequest(request: ref<PartInstallRequest>)scripted
public final func OnPartUninstallRequest(request: ref<PartUninstallRequest>)scripted
public final func OnQuestDisableWardrobeSetRequest(request: ref<QuestDisableWardrobeSetRequest>)scripted
public final func OnQuestEnableWardrobeSetRequest(request: ref<QuestEnableWardrobeSetRequest>)scripted
public final func OnQuestRestoreWardrobeSetRequest(request: ref<QuestRestoreWardrobeSetRequest>)scripted
public final func OnReplaceEquipmentRequest(request: ref<ReplaceEquipmentRequest>)scripted
public final func OnResetItemAppearance(resetItemID: ItemID)scripted
public final func OnRestored()scripted
public final func OnSaveEquipmentSetRequest(request: ref<SaveEquipmentSetRequest>)scripted
public final func OnSetActiveItemInEquipmentArea(request: ref<SetActiveItemInEquipmentArea>)scripted
public final func OnSynchronizeAttachmentSlotRequest(request: ref<SynchronizeAttachmentSlotRequest>)scripted
public final func OnUnderwearEquipFailsafe(bottom: Bool)scripted
public final func OnUnequipByTDBIDRequest(request: ref<UnequipByTDBIDRequest>)scripted
public final func OnUnequipItemsRequest(request: ref<UnequipItemsRequest>)scripted
public final func OnUnequipProcessVisualTags(currentItem: ItemID, opt forceIfHidden: Bool)scripted
public final func OnUnequipRequest(request: ref<UnequipRequest>)scripted
private final func OnUnequipUpdateVisuals(currentItem: ItemID, area: gamedataEquipmentArea)scripted
public final func OnUnequipVisualsRequest(request: ref<UnequipVisualsRequest>)scripted
public final func OnUninstallCyberwareRequest(request: ref<UninstallCyberwareRequest>)scripted
private final func ProcessEquipRequest(owner: wref<GameObject>, slotIndex: Int32, addToInventory: Bool, itemID: ItemID, equipToCurrentActiveSlot: Bool, opt blockUpdateWeaponActiveSlots: Bool, opt forceEquipWeapon: Bool, opt extraQuality: Float)scripted
private final func ProcessGadgetsTutorials(item: ItemID)scripted
public final func QuestHideSlot(area: gamedataEquipmentArea)scripted
public final func QuestRestoreSlot(area: gamedataEquipmentArea)scripted
private final func RemoveEquipGLPs(itemID: ItemID)scripted
public final func RemoveItemFromEquipSlot(item: ItemID)scripted
public final func RemoveItemFromSlotActiveItem(item: ItemID)scripted
private final func RemoveSlotGLPs(equipSlotID: TweakDBID)scripted
private final func RequestEquipmentStateMachine(reqType: EquipmentManipulationRequestType, reqSlot: EquipmentManipulationRequestSlot, equipAnim: gameEquipAnimationType, referenceName: CName, requestName: CName)scripted
private final func ResetItemAppearance(area: gamedataEquipmentArea, opt force: Bool)scripted
private final func ResetItemAppearanceEvent(area: gamedataEquipmentArea)scripted
private final func RestoreEquipSlotsData(out equipArea: SEquipArea)scripted
private final func SaveEquipmentSet(setName: script_ref<String>, setType: EEquipmentSetType)scripted
private final func SendEquipAudioEvents(itemID: ItemID)scripted
private final func SendPaperdollUpdate(area: script_ref<SEquipArea>, equipped: Bool, slot: TweakDBID, opt slotindex: Int32, opt ignoreSlot: Bool, opt force: Bool)scripted
public final func SendPSMWeaponManipulationRequest(reqType: EquipmentManipulationRequestType, reqSlot: EquipmentManipulationRequestSlot, equipAnim: gameEquipAnimationType)scripted
private final func SendUnequipAudioEvents(itemID: ItemID)scripted
private final func SetLastUsedItem(item: ItemID)scripted
public final func SetOwner(owner: ref<ScriptedPuppet>)scripted
private final func SetSlotActiveItem(slot: EquipmentManipulationRequestSlot, item: ItemID)scripted
private final const func ShouldPickedUpItemBeAddedToHotkey(itemID: ItemID, out hotkey: EHotkey) -> Boolscripted
public final const func ShouldShowGenitals() -> Boolscripted
public final const func ShouldSlotBeHidden(area: gamedataEquipmentArea) -> Boolscripted
private final const func ShouldUnderwearBeVisible(unequippedItem: ItemID) -> Boolscripted
private final const func ShouldUnderwearBeVisibleInSet() -> Boolscripted
private final const func ShouldUnderwearTopBeVisible(unequippedItem: ItemID) -> Boolscripted
private final const func ShouldUnderwearTopBeVisibleInSet() -> Boolscripted
private final func SyncHotkeyData(hotkey: EHotkey)scripted
private final func TryFillCyberwareHotkey()scripted
private final func UnderwearEquipFailsafe()scripted
private final func UnderwearTopEquipFailsafe()scripted
private final func UnequipAllFoleyAudio()scripted
private final func UnequipCyberwareParts(cyberwareData: wref<gameItemData>)scripted
private final func UnequipFootwearAudio()scripted
private final func UnequipItem(equipAreaIndex: Int32, slotIndex: Int32, opt forceRemove: Bool)scripted
private final func UnequipItem(itemID: ItemID)scripted
private final func UnequipOutfitFootwearAudio()scripted
public final func UnequipPrereqItems()scripted
private final func UnequipVisuals(area: gamedataEquipmentArea)scripted
public final func UnequipWardrobeSet()scripted
private final const func UpdateActiveWheelItem(itemID: ItemID)scripted
private final const func UpdateEquipAreaActiveIndex(newCurrentItem: ItemID)scripted
private final const func UpdateEquipmentUIBB(paperDollEqData: SPaperdollEquipData, opt forceFire: Bool)scripted
private final func UpdateInnerChest()scripted
private final const func UpdateQuickWheel()scripted
private final const func UpdateUIBBAreaChanged(equipmentArea: gamedataEquipmentArea, slotIndex: Int32)scripted
private final func UpdateVisualTagProcessingInfo(area: gamedataEquipmentArea, show: Bool)scripted
private final const func UpdateWeaponWheel()scripted