ItemInSlotPrereq
classscriptedClass
extends IScriptablePrereq › IPrereq › IScriptable › ISerializable
Properties 9
| Name | Type | Flags |
|---|---|---|
invert | Bool | scriptedpublic |
itemCategory | gamedataItemCategory | scriptedpublic |
itemTag | CName | scriptedpublic |
itemType | gamedataItemType | scriptedpublic |
skipOnApply | Bool | scriptedpublic |
slotCheckType | gamedataCheckType | scriptedpublic |
slotID | TweakDBID | scriptedpublic |
waitForVisuals | Bool | scriptedpublic |
weaponEvolution | gamedataWeaponEvolution | scriptedpublic |
Methods 12
public final const func CheckGenericWeaponModSlots(itemID: ItemID, owner: wref<GameObject>) -> Boolscripted
public final const func Evaluate(itemCategory: gamedataItemCategory) -> Boolscripted
public final const func Evaluate(itemType: gamedataItemType) -> Boolscripted
public final const func Evaluate(weaponEvolution: gamedataWeaponEvolution) -> Boolscripted
public final const func Evaluate(itemID: ItemID, tag: CName) -> Boolscripted
public final const func Evaluate(itemID: ItemID, owner: wref<GameObject>) -> Boolscripted
protected func Initialize(recordID: TweakDBID)scripted
public const func IsFulfilled(game: GameInstance, context: ref<IScriptable>) -> Boolscripted
public final const func IsGenericWeaponMod(tweakDBID: TweakDBID, quality: Int32) -> Boolscripted
protected const func OnApplied(state: ref<PrereqState>, game: GameInstance, context: ref<IScriptable>)scripted
protected const func OnRegister(state: ref<PrereqState>, game: GameInstance, context: ref<IScriptable>) -> Boolscripted
protected const func OnUnregister(state: ref<PrereqState>, game: GameInstance, context: ref<IScriptable>)scripted