REDNODE / GAME API

InventoryDataManagerV2

classscriptedClass

extends IScriptable › ISerializable

Properties 38

NameTypeFlags
ActiveWeaponItemIDscriptedprivate
BBWeaponListref<CallbackHandle>scriptedprivate
ConsumablesSlotsDataarray<InventoryItemData>scriptedprivate
EquipmentAreaInventoryItemsDataarray<array<InventoryItemData>>scriptedprivate
EquipmentBBIDref<CallbackHandle>scriptedprivate
EquipmentItemsDataarray<InventoryItemData>scriptedprivate
EquipmentSystemwref<EquipmentSystem>scriptedprivate
EquipRecordsarray<ref<EquipmentArea_Record>>scriptedprivate
HashMapCacheref<inkWeakHashMap>scriptedprivate
InventoryBBIDref<CallbackHandle>scriptedprivate
InventoryItemDataWrappersarray<ref<InventoryItemDataWrapper>>scriptedprivate
InventoryItemsDataarray<InventoryItemData>scriptedprivate
InventoryItemsDataWithoutEquipmentarray<InventoryItemData>scriptedprivate
ItemIconGenderItemIconGenderscriptedprivate
ItemModBBIDref<CallbackHandle>scriptedprivate
ItemModificationSystemwref<ItemModificationSystem>scriptedprivate
LocMgrref<UILocalizationMap>scriptedprivate
ownerwref<inkHUDGameController>scriptedprivate
PartsDataarray<InventoryPartsData>scriptedprivate
Playerwref<PlayerPuppet>scriptedprivate
QuickSlotsDataarray<InventoryItemData>scriptedprivate
StatsSystemwref<StatsSystem>scriptedprivate
SubEquipmentBBIDref<CallbackHandle>scriptedprivate
ToRebuildBoolscriptedprivate
ToRebuildConsumablesBoolscriptedprivate
ToRebuildEquipmentBoolscriptedprivate
ToRebuildEquipmentAreaarray<Bool>scriptedprivate
ToRebuildItemsWithEquippedBoolscriptedprivate
ToRebuildQuickSlotsBoolscriptedprivate
ToRebuildWeaponsBoolscriptedprivate
TransactionSystemwref<TransactionSystem>scriptedprivate
UIBBEquipmentref<UI_EquipmentDef>scriptedprivate
UIBBEquipmentBlackboardwref<IBlackboard>scriptedprivate
UIBBItemModref<UI_ItemModSystemDef>scriptedprivate
UIBBItemModBlackbordwref<IBlackboard>scriptedprivate
uiInventorySystemwref<UIInventoryScriptableSystem>scriptedprivate
WeaponItemsDataarray<InventoryItemData>scriptedprivate
WeaponUIBlackboardwref<IBlackboard>scriptedprivate

Methods 214

public final const func CanCompareItems(itemId: ItemID, compareItemId: ItemID) -> Boolscripted
public final func CanInstallPart(itemData: script_ref<InventoryItemData>) -> Boolscripted
public final const func CanItemTypeBeCompared(itemId: ItemID, compareItemId: ItemID) -> Boolscripted
public final func ClearInventoryItemDataCache()scripted
public final func DistinctPrograms(items: script_ref<array<ItemID>>) -> array<ItemID>scripted
public final func DryMakeItem(selectedRecipe: ref<RecipeData>, inventorySystem: ref<InventoryManager>, inventoryManager: ref<InventoryDataManagerV2>, player: wref<PlayerPuppet>, out selectedItemGameData: ref<gameItemData>, out selectedItemData: InventoryItemData)scripted
public final func EquipItem(itemId: ItemID, slot: Int32)scripted
public final func EquipmentAreaToItemTypes(area: gamedataEquipmentArea) -> array<gamedataItemType>scripted
public final func EquipVisuals(itemId: ItemID)scripted
public final func FillBarsComparisonData(inspectedData: ref<MinimalItemTooltipData>, equippedData: ref<MinimalItemTooltipData>)scripted
private final const func FillSpecialAbilities(itemRecord: ref<Item_Record>, abilities: script_ref<array<InventoryItemAbility>>, opt itemData: wref<gameItemData>, opt partItemData: InnerItemData)scripted
private final const func FillStatsList(statProvider: ref<StatProvider>, statRecords: script_ref<array<wref<Stat_Record>>>, statList: script_ref<array<StatViewData>>, compareStatRecords: script_ref<array<wref<Stat_Record>>>, opt compareWithData: ref<StatProvider>)scripted
public final func FilterComparableItems(itemToCompare: ItemID, items: script_ref<array<InventoryItemData>>) -> array<InventoryItemData>scripted
public final func FilterComparableItemsIDs(itemToCompare: ItemID, ids: script_ref<array<ItemID>>) -> array<ItemID>scripted
public final func FilterHotkeyConsumables(items: script_ref<array<ItemID>>) -> array<ItemID>scripted
public final func FilterOutEmptyItems(items: script_ref<array<InventoryItemData>>) -> array<InventoryItemData>scripted
public final func FilterOutInvalidIDs(ids: script_ref<array<ItemID>>) -> array<ItemID>scripted
public final func GetAbilityData(itemId: ItemID) -> AbilityDatascripted
private final func GetAdditionalOverheatDuration(effectToCast: wref<StatusEffect_Record>) -> Floatscripted
public final func GetAllComparisonItems(equipmentArea: gamedataEquipmentArea) -> array<InventoryItemData>scripted
public final func GetAllCyberwareAbilities() -> array<AbilityData>scripted
public final func GetAmmoCountForAllAmmoTypes() -> array<InventoryItemData>scripted
public final func GetAmmoForWeaponType(itemData: script_ref<InventoryItemData>) -> Int32scripted
public final func GetAmmoTypeForWeapon(targetItem: TweakDBID) -> TweakDBIDscripted
public final func GetAttachements(owner: wref<GameObject>, itemData: wref<gameItemData>, usedSlots: array<TweakDBID>, emptySlots: array<TweakDBID>, mods: script_ref<array<ref<MinimalItemTooltipModData>>>, dedicatedMods: script_ref<array<ref<MinimalItemTooltipModAttachmentData>>>)scripted
public final func GetAttachements(owner: wref<GameObject>, itemId: ItemID, itemData: wref<gameItemData>, attachments: script_ref<array<ref<InventoryItemAttachments>>>, abilities: script_ref<array<InventoryItemAbility>>, opt isDryItem: Bool)scripted
public final func GetBaseQuickhackCooldownRecord() -> wref<StatModifierGroup_Record>scripted
public final func GetBuyPrice(owner: wref<GameObject>, itemID: ItemID) -> Floatscripted
public final func GetBuyPrice(itemID: ItemID) -> Floatscripted
public final func GetCachedInventoryItemData(itemData: wref<gameItemData>) -> InventoryItemDatascripted
public final func GetCachedInventoryItemData(itemData: wref<gameItemData>, inventoryItemData: script_ref<InventoryItemData>, opt forceShowCurrencyOnHUDTooltip: Bool, opt isRadialQuerying: Bool)scripted
private final func GetCachedInventoryItemDataInternal(itemData: wref<gameItemData>, ID: ItemID, itemRecord: wref<Item_Record>, inventoryItemData: script_ref<InventoryItemData>)scripted
public final func GetCommonsCraftingMaterialTypes() -> array<InventoryItemData>scripted
public final func GetComparisonItems(item: script_ref<InventoryItemData>) -> array<InventoryItemData>scripted
public final func GetComparisonItemsIDs(itemID: ItemID, equipmentArea: gamedataEquipmentArea) -> array<ItemID>scripted
public final func GetComparisonTooltipsData(equippedItem: script_ref<InventoryItemData>, inspectedItemData: script_ref<InventoryItemData>, opt equipped: Bool, opt iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt overrideRarity: Bool) -> ref<InventoryTooltipData>scripted
public final func GetCraftingCountForAllCraftingMaterialTypes() -> array<InventoryItemData>scripted
public final func GetCyberdeckTooltipForInventoryItem(tooltipItemData: script_ref<InventoryItemData>, equipped: Bool, iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt vendorItem: Bool, opt overrideRarity: Bool) -> ref<InventoryTooltipData>scripted
public final func GetCyberdeckTooltipForInventoryItem(item: wref<UIInventoryItem>, equipped: Bool, iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt vendorItem: Bool, opt overrideRarity: Bool) -> ref<InventoryTooltipData>scripted
private func GetDPS(data: script_ref<InventoryItemData>) -> Int32scripted
private final func GetEquipment() -> array<InventoryItemData>scripted
private final func GetEquipmentAreaLocalizedName(equipmentArea: gamedataEquipmentArea) -> Stringscripted
public final func GetEquippedConsumables() -> array<InventoryItemData>scripted
public final func GetEquippedCounterpartForInventroyItem(inspectedItemData: script_ref<InventoryItemData>) -> InventoryItemDatascripted
public final func GetEquippedItemIdInArea(equipArea: gamedataEquipmentArea, opt slot: Int32) -> ItemIDscripted
public final func GetEquippedItemIDs(owner: wref<GameObject>) -> array<ItemID>scripted
public final func GetEquippedQuickSlots() -> array<InventoryItemData>scripted
public final func GetEquippedWeapons() -> array<InventoryItemData>scripted
public final func GetEquippedWeaponsIDs() -> array<ItemID>scripted
public final func GetExternalGameItemData(ownerId: EntityID, externalItemId: ItemID) -> wref<gameItemData>scripted
public final func GetExternalGameObject(entityId: EntityID) -> wref<GameObject>scripted
public final func GetExternalItemData(ownerId: EntityID, externalItem: wref<gameItemData>, opt forceShowCurrencyOnHUDTooltip: Bool) -> InventoryItemDatascripted
public final func GetExternalItemData(ownerId: EntityID, externalItemId: ItemID, opt forceShowCurrencyOnHUDTooltip: Bool) -> InventoryItemDatascripted
public final func GetExternalItemStats(ownerId: EntityID, externalItemId: ItemID, opt compareItemId: ItemID) -> ItemViewDatascripted
public final func GetGame() -> GameInstancescripted
private final func GetGrenadeContinousEffector(attackRecord: wref<Attack_Record>) -> wref<ContinuousAttackEffector_Record>scripted
private final func GetGrenadeDamageStats(itemData: wref<gameItemData>, outputArray: script_ref<array<ref<InventoryTooltiData_GrenadeDamageData>>>)scripted
private final func GetGrenadeDelay(continuousAttackEffector: wref<ContinuousAttackEffector_Record>) -> Floatscripted
private final func GetGrenadeDoTTickDamage(continuousAttackEffector: wref<ContinuousAttackEffector_Record>) -> Floatscripted
private final func GetGrenadeDuration(attackRecord: wref<Attack_Record>) -> Floatscripted
private final func GetGrenadeRange(grenadeRecord: wref<Grenade_Record>) -> Floatscripted
public final func GetGrenadeTooltipData(tooltipItemData: script_ref<InventoryItemData>) -> ref<InventoryTooltiData_GrenadeData>scripted
public final func GetGrenadeTooltipData(itemID: TweakDBID, itemData: wref<gameItemData>) -> ref<InventoryTooltiData_GrenadeData>scripted
private final func GetGrenadeTotalDamageFromStats(itemData: wref<gameItemData>) -> Floatscripted
public final func GetGrenadeType(itemID: TweakDBID) -> EGrenadeTypescripted
public final func GetHackingCraftingMaterialTypes() -> array<InventoryItemData>scripted
public final func GetHotkeyItemData(hotkey: EHotkey) -> InventoryItemDatascripted
public final func GetHotkeyTypeForItemID(itemID: ItemID, out hotkey: EHotkey) -> Boolscripted
public final func GetHotkeyTypeFromItemID(itemID: ItemID, out hotkey: EHotkey) -> Boolscripted
public final func GetIconGender() -> ItemIconGenderscripted
private final func GetIgnoredDurationStats() -> array<wref<StatusEffect_Record>>scripted
public final func GetInventoryCyberware() -> array<InventoryItemData>scripted
public final func GetInventoryCyberwareSize() -> Int32scripted
public final func GetInventoryItemData(itemData: wref<gameItemData>) -> InventoryItemDatascripted
public final func GetInventoryItemData(owner: wref<GameObject>, itemData: wref<gameItemData>, opt forceShowCurrencyOnHUDTooltip: Bool, opt isRadialQuerying: Bool) -> InventoryItemDatascripted
public final func GetInventoryItemDataForDryItem(itemData: wref<gameItemData>) -> InventoryItemDatascripted
public final func GetInventoryItemDataFromItemID(itemID: ItemID) -> InventoryItemDatascripted
public final func GetInventoryItemDataFromItemRecord(itemRecord: ref<Item_Record>) -> InventoryItemDatascripted
private final func GetInventoryItemDataFromItemRecordInternal(itemRecord: ref<Item_Record>) -> InventoryItemDatascripted
private final func GetInventoryItemDataInternal(owner: wref<GameObject>, itemData: wref<gameItemData>, opt itemRecord: wref<Item_Record>) -> InventoryItemDatascripted
public final func GetItemDataEquippedInArea(equipArea: gamedataEquipmentArea, opt slot: Int32) -> InventoryItemDatascripted
public final func GetItemDataFromIDInLoadout(id: ItemID) -> InventoryItemDatascripted
public final func GetItemFromRecord(tweakPath: script_ref<String>) -> InventoryItemDatascripted
public final func GetItemFromRecord(id: TweakDBID) -> InventoryItemDatascripted
public final func GetItemIDToCompare(equipmentArea: gamedataEquipmentArea) -> ItemIDscripted
public final func GetItemsIDsToCompare(equipmentArea: gamedataEquipmentArea) -> array<ItemID>scripted
public final func GetItemSlotsIDs(gameObject: ref<GameObject>, itemID: ItemID) -> array<TweakDBID>scripted
public final func GetItemStatsByData(itemData: wref<gameItemData>, opt compareWithData: wref<gameItemData>) -> ItemViewDatascripted
public final func GetItemsToCompare(equipmentArea: gamedataEquipmentArea) -> array<InventoryItemData>scripted
public final func GetItemsToCompare(item: script_ref<InventoryItemData>) -> array<InventoryItemData>scripted
public final func GetItemToCompare(equipmentArea: gamedataEquipmentArea) -> InventoryItemDatascripted
private final const func GetLocalizedStatName(statRecord: wref<Stat_Record>) -> Stringscripted
public final func GetMinimalComparisionLootingData()scripted
public final func GetMinimalComparisonTooltipsData(equippedItem: script_ref<InventoryItemData>, inspectedItemData: script_ref<InventoryItemData>, opt equipped: Bool, opt iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt overrideRarity: Bool) -> ref<MinimalItemTooltipData>scripted
public final func GetMinimalTooltipDataForInventoryItem(tooltipItemData: script_ref<InventoryItemData>, equipped: Bool, iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt vendorItem: Bool, opt overrideRarity: Bool) -> ref<MinimalItemTooltipData>scripted
public final func GetNumberOfSlots(equipmentArea: gamedataEquipmentArea, opt includeLocked: Bool) -> Int32scripted
public final func GetOrCreateInventoryItemSortData(inventoryItemData: script_ref<InventoryItemData>, scriptableSystem: wref<UIScriptableSystem>)scripted
private final func GetPartInventoryItemData(owner: wref<GameObject>, innerItemData: InnerItemData, opt parentItemData: wref<gameItemData>) -> InventoryItemDatascripted
public final func GetPlayerAmmoCount(itemRecord: wref<Item_Record>) -> Int32scripted
public final func GetPlayerAmmoCount(targetItem: TweakDBID) -> Int32scripted
public final func GetPlayerArmorStats(statsList: script_ref<array<StatViewData>>)scripted
private final func GetPlayerCraftingMaterials() -> array<InventoryItemData>scripted
public final func GetPlayerCyberwareCapacitStats(statsList: script_ref<array<StatViewData>>)scripted
public final func GetPlayerDPSStats(statsList: script_ref<array<StatViewData>>)scripted
private final func GetPlayerEquipmentAreaInventoryData(equipArea: gamedataEquipmentArea) -> array<InventoryItemData>scripted
public final func GetPlayerHealth() -> Floatscripted
public final func GetPlayerHealthStats(statsList: script_ref<array<StatViewData>>)scripted
public final func GetPlayerIconicWeaponsByType(type: gamedataItemType, opt skipEquippedItems: Bool, opt additionalTagFilters: array<CName>, opt filteredItems: array<ItemModParams>) -> array<InventoryItemData>scripted
public final func GetPlayerInventory(opt additionalTagFilters: array<CName>) -> array<wref<gameItemData>>scripted
private final func GetPlayerInventoryData(opt additionalTagFilters: array<CName>) -> array<InventoryItemData>scripted
public final func GetPlayerInventoryData(equipArea: gamedataEquipmentArea, opt skipEquipped: Bool, opt filteredItems: array<ItemModParams>) -> array<InventoryItemData>scripted
public final func GetPlayerInventoryData(equipAreas: script_ref<array<gamedataEquipmentArea>>, opt skipEquipped: Bool, opt filteredItems: array<ItemModParams>) -> array<InventoryItemData>scripted
public final func GetPlayerInventoryDataExcludingLoadout() -> array<InventoryItemData>scripted
public final func GetPlayerInventoryDataRef(equipAreas: script_ref<array<gamedataEquipmentArea>>, opt skipEquipped: Bool, opt filteredItems: array<ItemModParams>, outputItems: script_ref<array<InventoryItemData>>)scripted
private final func GetPlayerInventoryItems(opt additionalTagFilters: array<CName>) -> array<wref<gameItemData>>scripted
private final func GetPlayerInventoryItemsExcludingCraftingMaterials() -> array<InventoryItemData>scripted
private final func GetPlayerInventoryItemsExcludingLoadout() -> array<wref<gameItemData>>scripted
public final func GetPlayerInventoryParts(slotId: TweakDBID) -> array<InventoryItemData>scripted
public final func GetPlayerInventoryPartsDataForItem(item: ItemID, slotIDs: script_ref<array<TweakDBID>>) -> array<wref<gameItemData>>scripted
public final func GetPlayerInventoryPartsForItem(item: ItemID, slotIDs: script_ref<array<TweakDBID>>) -> array<InventoryItemData>scripted
public final func GetPlayerInventoryPartsForItem(item: ItemID, slotID: TweakDBID) -> array<InventoryItemData>scripted
public final func GetPlayerInventoryPartsForItemRef(item: ItemID, slotIDs: script_ref<array<TweakDBID>>, outputItems: script_ref<array<InventoryItemData>>)scripted
public final func GetPlayerInventoryPartsForItemRef(item: ItemID, slotID: TweakDBID, outputItems: script_ref<array<InventoryItemData>>)scripted
public final func GetPlayerInventoryStats(statsList: script_ref<array<StatViewData>>)scripted
public final func GetPlayerItemData(itemId: ItemID) -> wref<gameItemData>scripted
private final func GetPlayerItems() -> array<wref<gameItemData>>scripted
public final func GetPlayerItemsByType(type: gamedataItemType, opt skipEquippedItems: Bool, opt additionalTagFilters: array<CName>, opt filteredItems: array<ItemModParams>) -> array<InventoryItemData>scripted
public final func GetPlayerItemsIDs(opt item: InventoryItemData, opt slotID: TweakDBID, opt itemType: gamedataItemType, opt equipmentArea: gamedataEquipmentArea, opt skipEquipped: Bool, items: script_ref<array<ItemID>>)scripted
public final func GetPlayerItemsIDsByType(type: gamedataItemType, items: script_ref<array<ItemID>>)scripted
public final func GetPlayerItemsIDsByTypes(types: script_ref<array<gamedataItemType>>, items: script_ref<array<ItemID>>)scripted
public final func GetPlayerItemsIDsFast(opt item: ItemID, opt slotID: TweakDBID, opt itemType: gamedataItemType, opt equipmentArea: gamedataEquipmentArea, opt skipEquipped: Bool, items: script_ref<array<ItemID>>)scripted
public final func GetPlayerItemStats(itemId: ItemID, opt compareItemId: ItemID) -> ItemViewDatascripted
public final func GetPlayerLevel() -> Int32scripted
public final func GetPlayerOtherStats(statsList: script_ref<array<StatViewData>>)scripted
private final func GetPlayerPartsInventoryData(slotIDs: script_ref<array<TweakDBID>>) -> array<InventoryItemData>scripted
private final func GetPlayerPartsInventoryData(slotID: TweakDBID) -> array<InventoryItemData>scripted
public final func GetPlayerReflex() -> Int32scripted
public final func GetPlayerStats(statsList: script_ref<array<StatViewData>>)scripted
private final func GetPlayerStatsFromMap(statsList: script_ref<array<StatViewData>>, uiMap: script_ref<String>)scripted
public final func GetPlayerStreetCred() -> Int32scripted
public final func GetPlayerStrength() -> Int32scripted
public final func GetPrefferedComparableItem(item: script_ref<InventoryItemData>, comparableItems: script_ref<array<InventoryItemData>>) -> InventoryItemDatascripted
public final func GetPrefferedComparisonItem(item: script_ref<InventoryItemData>, comparableItems: script_ref<array<InventoryItemData>>) -> InventoryItemDatascripted
public final func GetPrefferedComparisonItemID(item: wref<gameItemData>, itemRecord: wref<Item_Record>, equipmentArea: gamedataEquipmentArea, comparableItems: array<ItemID>) -> ItemIDscripted
public final func GetPrefferedEquipedItemIDToCompare(item: wref<gameItemData>, itemRecord: wref<Item_Record>, equipmentArea: gamedataEquipmentArea, idsToCompare: script_ref<array<ItemID>>) -> Int32scripted
public final func GetPrefferedEquipedItemIDToCompare(item: script_ref<InventoryItemData>, itemsToCompare: script_ref<array<InventoryItemData>>) -> Int32scripted
public final func GetPrefferedEquipedItemToCompare(item: script_ref<InventoryItemData>) -> Int32scripted
public final func GetPrefferedEquipedItemToCompare(item: script_ref<InventoryItemData>, itemsToCompare: array<InventoryItemData>) -> Int32scripted
public final func GetPrefferedEquipedItemToCompareRef(item: script_ref<InventoryItemData>, itemsToCompare: script_ref<array<InventoryItemData>>) -> Int32scripted
public final func GetProgramComparisionTooltipsData(equippedItem: script_ref<InventoryItemData>, inspectedItemData: script_ref<InventoryItemData>, opt equipped: Bool, opt iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt overrideRarity: Bool) -> ref<InventoryTooltipData>scripted
public final func GetQuickhackBaseObjectActionRecord() -> wref<ObjectAction_Record>scripted
private final func GetQuickhackTooltipData(tooltipItemData: script_ref<InventoryItemData>) -> InventoryTooltipData_QuickhackDatascripted
public final func GetQuickhackTooltipData(itemID: TweakDBID) -> InventoryTooltipData_QuickhackDatascripted
public final func GetQunatityToFilterOut(item: ItemID, filteredItems: script_ref<array<ItemModParams>>) -> Int32scripted
public final func GetSellPrice(itemData: wref<gameItemData>) -> Floatscripted
public final func GetSellPrice(owner: wref<GameObject>, itemData: wref<gameItemData>) -> Floatscripted
public final func GetSellPrice(owner: wref<GameObject>, itemID: ItemID) -> Floatscripted
public final func GetSellPrice(itemID: ItemID) -> Floatscripted
private final const func GetStatsList(mapPath: TweakDBID, itemData: wref<gameItemData>, primeStatsList: script_ref<array<StatViewData>>, secondStatsList: script_ref<array<StatViewData>>, opt compareWithData: wref<gameItemData>)scripted
private final const func GetStatsList(mapPath: TweakDBID, itemData: InnerItemData, primeStatsList: script_ref<array<StatViewData>>, secondStatsList: script_ref<array<StatViewData>>, opt compareWithData: wref<gameItemData>)scripted
private final const func GetStatsList(mapPath: TweakDBID, itemData: script_ref<InventoryItemData>, primeStatsList: script_ref<array<StatViewData>>, secondStatsList: script_ref<array<StatViewData>>, compareWithData: script_ref<InventoryItemData>)scripted
private final const func GetStatsList(mapPath: TweakDBID, statProvider: ref<StatProvider>, primeStatsList: script_ref<array<StatViewData>>, secondStatsList: script_ref<array<StatViewData>>, opt compareWithData: ref<StatProvider>)scripted
private final const func GetStatsUIMapName(itemData: wref<gameItemData>) -> Stringscripted
public final const func GetStatsUIMapName(itemId: ItemID) -> Stringscripted
public final func GetTooltipDataForInventoryItem(tooltipItemData: script_ref<InventoryItemData>, equipped: Bool, opt vendorItem: Bool, opt overrideRarity: Bool) -> ref<InventoryTooltipData>scripted
public final func GetTooltipDataForInventoryItem(tooltipItemData: script_ref<InventoryItemData>, equipped: Bool, iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt vendorItem: Bool, opt overrideRarity: Bool) -> ref<InventoryTooltipData>scripted
public final func GetTooltipDataForInventoryItem(tooltipItemData: wref<UIInventoryItem>, equipped: Bool, opt vendorItem: Bool, opt overrideRarity: Bool) -> ref<InventoryTooltipData>scripted
public final func GetTooltipDataForInventoryItem(item: wref<UIInventoryItem>, equipped: Bool, iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt vendorItem: Bool, opt overrideRarity: Bool) -> ref<InventoryTooltipData>scripted
public final func GetTooltipDataForVisualItem(tooltipItemData: script_ref<InventoryItemData>, equipped: Bool, displayContextData: ref<ItemDisplayContextData>) -> ref<MinimalItemTooltipData>scripted
public final func GetTooltipForEmptySlot(slot: script_ref<String>) -> ref<MessageTooltipData>scripted
public final func GetTransactionSystem() -> wref<TransactionSystem>scripted
public final func GetTransmogTooltipForEmptySlot(slot: script_ref<String>, transmogItem: ItemID, iconPath: CName, noIcon: Bool) -> ref<TransmogMessageTooltipData>scripted
public final func GetUIInventorySystem() -> wref<UIInventoryScriptableSystem>scripted
public final func GetVisualItemInSlot(area: gamedataEquipmentArea) -> ItemIDscripted
public final func GetWeaponEquippedInSlot(slot: Int32) -> InventoryItemDatascripted
public final func Initialize(player: ref<PlayerPuppet>, opt owner: ref<inkHUDGameController>)scripted
public final func InstallPart(itemId: ItemID, partId: ItemID, slotID: TweakDBID)scripted
public final func InstallPart(itemData: script_ref<InventoryItemData>, partID: ItemID, slotID: TweakDBID)scripted
private final func IsAttachmentDedicated(slotID: TweakDBID) -> Boolscripted
private final func IsFilledWithDummyPart(innerItemData: InnerItemData) -> Boolscripted
public final func IsSlotLocked(equipmentArea: gamedataEquipmentArea, slotIndex: Int32, out visibleWhenLocked: Bool) -> Boolscripted
public final func IsSlotOverriden(area: gamedataEquipmentArea) -> Boolscripted
public final func IsTransmogEnabled() -> Int32scripted
public final func IsWardrobeEnabled() -> Boolscripted
public final func MakeTooltipMinimalAndAttachManager(tooltip: ref<InventoryTooltipData>) -> ref<MinimalItemTooltipData>scripted
public final func MarkToRebuild()scripted
protected cb func OnMarkForRebuild(value: Variant) -> Boolscripted
protected cb func OnWeaponDataChanged(value: Variant) -> Boolscripted
private final func PlacementSlotsContains(staticData: wref<Item_Record>, slotID: TweakDBID) -> Boolscripted
public final func PushComparisonTooltipsData(tooltipsData: script_ref<array<ref<ATooltipData>>>, equippedItem: script_ref<InventoryItemData>, inspectedItemData: script_ref<InventoryItemData>, opt iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt overrideRarity: Bool)scripted
public final func PushIdentifiedComparisonTooltipsData(tooltipsData: script_ref<array<ref<ATooltipData>>>, name1: CName, name2: CName, equippedItem: script_ref<InventoryItemData>, inspectedItemData: script_ref<InventoryItemData>, opt iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt overrideRarity: Bool)scripted
public final func PushIdentifiedComparisonTooltipsData(tooltipsData: script_ref<array<ref<ATooltipData>>>, name1: CName, name2: CName, inspectedItem: wref<UIInventoryItem>, equippedItem: wref<UIInventoryItem>, equippedDisplayContext: wref<ItemDisplayContextData>, inspectedDisplayContext: wref<ItemDisplayContextData>, opt iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt overrideRarity: Bool)scripted
public final func PushIdentifiedProgramComparisionTooltipsData(tooltipsData: script_ref<array<ref<ATooltipData>>>, name1: CName, name2: CName, equippedItem: script_ref<InventoryItemData>, inspectedItemData: script_ref<InventoryItemData>, opt iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt overrideRarity: Bool)scripted
public final func PushIdentifiedProgramComparisionTooltipsData(tooltipsData: script_ref<array<ref<ATooltipData>>>, equippedItem: script_ref<InventoryItemData>, inspectedItemData: script_ref<InventoryItemData>, opt iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt overrideRarity: Bool)scripted
public final func PushMinimalIdentifiedComparisonTooltipsData(tooltipsData: script_ref<array<ref<ATooltipData>>>, name1: CName, name2: CName, equippedItem: script_ref<InventoryItemData>, inspectedItemData: script_ref<InventoryItemData>, opt iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt overrideRarity: Bool)scripted
public final func PushProgramComparisionTooltipsData(tooltipsData: script_ref<array<ref<ATooltipData>>>, equippedItem: script_ref<InventoryItemData>, inspectedItemData: script_ref<InventoryItemData>, opt iconErrorInfo: ref<DEBUG_IconErrorInfo>, opt overrideRarity: Bool)scripted
private final func RegisterToBB()scripted
public final func RemoveInventoryItemFromCache(itemId: ItemID) -> Boolscripted
private final func RemovePart(itemId: ItemID, slotId: TweakDBID)scripted
private final func SetActiveWeapon(activeWeapon: ItemID)scripted
public final func SetComparisonQualityF(inspectedData: ref<MinimalItemTooltipData>, equippedData: ref<MinimalItemTooltipData>)scripted
public final func SetCyberdeckDataForTooltip(tooltipItemData: ref<InventoryTooltipData>, opt viewingTooltipFromCyberwareMenu: Bool)scripted
private final func SetPlayerStats(inventoryItemData: script_ref<InventoryItemData>)scripted
public final func SetRequiredPerk(inventoryItemData: script_ref<InventoryItemData>)scripted
public final func ShouldItemBeFiltered(item: ItemID, filteredItems: script_ref<array<ItemModParams>>) -> Boolscripted
private final func ShouldSlotBeAvailable(itemData: wref<gameItemData>, attachmentSlotRecord: wref<AttachmentSlot_Record>, owner: wref<GameObject>, itemId: ItemID) -> Boolscripted
public final func SortDataByRarity(items: script_ref<array<InventoryItemData>>) -> array<InventoryItemData>scripted
public final func StatModifiersExcept(statModifiers: script_ref<array<wref<StatModifier_Record>>>, except: script_ref<array<wref<StatModifier_Record>>>) -> array<wref<StatModifier_Record>>scripted
private final func SwapPart(itemId: ItemID, partId: ItemID, slotId: TweakDBID)scripted
public final func UnequipItem(equipArea: gamedataEquipmentArea, slot: Int32, opt forceOperation: Bool)scripted
public final func UnequipVisuals(area: gamedataEquipmentArea)scripted
public final func UnInitialize()scripted
private final func UnregisterFromBB()scripted