REDNODE / GAME API

QuickSlotsManager

classscriptedClass

extends ScriptableComponent › GameComponent › IComponent › IScriptable › ISerializable

Properties 21

NameTypeFlags
currentGadgetWheelConsumableQuickSlotCommandscriptedprivate
currentGadgetWheelGadgetQuickSlotCommandscriptedprivate
currentGadgetWheelItemQuickSlotCommandscriptedprivate
currentInteractionWheelItemQuickSlotCommandscriptedprivate
currentVehicleWheelItemQuickSlotCommandscriptedprivate
currentWeaponWheelItemQuickSlotCommandscriptedprivate
currentWheelItemQuickSlotCommandscriptedprivate
DefaultHoldCommandsarray<QuickSlotCommand>scriptedprivate
DefaultHoldCommands_Vehiclearray<QuickSlotCommand>scriptedprivate
IsPlayerInCarBoolscriptedprivate
lastPressAndHoldBtnref<QuickSlotButtonHoldEndEvent>scriptedprivate
NumberOfItemsPerWheelInt32scriptedprivate
OnVehPlayerStateDataChangedCallbackref<CallbackHandle>scriptedprivate
Playerwref<PlayerPuppet>scriptedprivate
PlayerVehicleIDEntityIDscriptedprivate
QuickDpadCommandsarray<QuickSlotCommand>scriptedprivate
QuickDpadCommands_Vehiclearray<QuickSlotCommand>scriptedprivate
QuickKeyboardCommandsarray<QuickSlotCommand>scriptedprivate
QuickKeyboardCommands_Vehiclearray<QuickSlotCommand>scriptedprivate
QuickSlotsBBwref<IBlackboard>scriptedprivate
WheelList_Vehiclesarray<QuickSlotCommand>scriptedprivate

Methods 72

private final func ApplyQuickHack(command: script_ref<QuickSlotCommand>)scripted
public final func AssignItem(itemId: ItemID)scripted
public final func AssignItemToCyberwareSlot(itemId: ItemID, slotIndex: Int32)scripted
public final const func ChooseWeaponsWheel(out weaponsWheel: array<QuickSlotCommand>)scripted
private final func ChooseWheelItem(direction: EDPadSlot, wheelItem: script_ref<QuickSlotCommand>) -> Boolscripted
protected final func CreateEmptyQuickSlotCommand() -> QuickSlotCommandscripted
private final const func CreateQuickSlotCommand(actionType: QuickSlotActionType, imageAtlasPath: CName, actionName: CName, maxTier: Int32, vehicleState: Int32, isLocked: Bool, isSlotUnlocked: Bool, opt intData: Int32, opt argTitle: String, opt argType: String) -> QuickSlotCommandscripted
private final const func CreateQuickSlotItemCommand(itemID: ItemID, argActionType: QuickSlotActionType, argIcon: CName, argTitle: script_ref<String>, argType: script_ref<String>, argDesc: script_ref<String>) -> QuickSlotCommandscripted
protected final func ExecuteCommand(command: script_ref<QuickSlotCommand>)scripted
private final const func FindTempVehicleIcon(vehicle: PlayerVehicle) -> CNamescripted
private final const func GetActionData() -> QuickSlotCommandscripted
public final func GetActiveVehicleType() -> gamedataVehicleTypescripted
private final func GetAssignedItemIDByType(itemType: QuickSlotItemType) -> ItemIDscripted
public final func GetAssignedQuickSlotCommand(itemType: QuickSlotItemType) -> QuickSlotCommandscripted
public final const func GetConsumablesWheel(wheel: script_ref<array<QuickSlotCommand>>)scripted
public final const func GetCyberwareWheel(wheel: script_ref<array<QuickSlotCommand>>)scripted
public final func GetDPadCommandAtSlot(argIndex: Int32) -> QuickSlotCommandscripted
protected final func GetDPadIndex(direction: EDPadSlot) -> Int32scripted
public final const func GetDriverCombatBikeOnlyWeaponsWheel(weaponsWheel: script_ref<array<QuickSlotCommand>>)scripted
public final const func GetDriverCombatOnlyWeaponsWheel(weaponsWheel: script_ref<array<QuickSlotCommand>>)scripted
public final const func GetEmptyWheel(weaponsWheel: script_ref<array<QuickSlotCommand>>)scripted
public final const func GetEquipAreaCommands(equipArea: gamedataEquipmentArea, opt allowedItemTypes: array<gamedataItemType>, opt allowedTag: CName) -> array<QuickSlotCommand>scripted
public final const func GetFirearmsOnlyWeaponsWheel(weaponsWheel: script_ref<array<QuickSlotCommand>>)scripted
public final const func GetFistFightOnlyWeaponsWheel(weaponsWheel: script_ref<array<QuickSlotCommand>>)scripted
public final const func GetGadgetsWheel(wheel: script_ref<array<QuickSlotCommand>>)scripted
private final func GetGamedataEquipmentAreaFromItemType(itemType: QuickSlotItemType) -> gamedataEquipmentAreascripted
public final func GetKeyboardCommandAtSlot(argIndex: Int32) -> QuickSlotCommandscripted
public final const func GetLauncher(wheel: script_ref<array<QuickSlotCommand>>)scripted
public final const func GetMeleeOnlyWeaponsWheel(weaponsWheel: script_ref<array<QuickSlotCommand>>)scripted
public final const func GetNoArmsCWWeaponsWheel(weaponsWheel: script_ref<array<QuickSlotCommand>>)scripted
public final const func GetNumberOfItemsPerWheel() -> Int32scripted
public final const func GetOneHandedOnlyOnlyWeaponsWheel(weaponsWheel: script_ref<array<QuickSlotCommand>>)scripted
protected const func GetPS() -> ref<QuickSlotsManagerPS>scripted
public final const func GetQuickSlotCommandByDpadSlot(wheelType: EDPadSlot) -> QuickSlotCommandscripted
protected final const func GetQuickSlotItemTypeByEquipArea(eqArea: gamedataEquipmentArea) -> QuickSlotItemTypescripted
public final const func GetQuickWheel(wheel: script_ref<array<QuickSlotCommand>>)scripted
public final const func GetRegularWeaponsWheel(weaponsWheel: script_ref<array<QuickSlotCommand>>)scripted
public final const func GetRPGWheel(rpgWheel: script_ref<array<QuickSlotCommand>>)scripted
public final const func GetVehicleInsideWheel(wheel: script_ref<array<QuickSlotCommand>>)scripted
private final const func GetVehicleObject() -> ref<VehicleObject>scripted
public final const func GetVehicleWheel(vehicleWheel: script_ref<array<QuickSlotCommand>>)scripted
public final func GetVehicleWheelCommands(direction: EDPadSlot) -> array<QuickSlotCommand>scripted
private final const func GetWeaponsWheel(weaponsWheel: script_ref<array<QuickSlotCommand>>, opt allowedItemTypes: array<gamedataItemType>, opt allowedTag: CName)scripted
public final func GetWheelCommands(direction: EDPadSlot) -> array<QuickSlotCommand>scripted
public final func GetWheelItem(currentWheelItem: script_ref<QuickSlotCommand>) -> QuickSlotCommandscripted
private final func HideWeapon()scripted
private final func InitializeCommandsData()scripted
public final func IsDPadActionAvaliable(direction: EDPadSlot) -> Boolscripted
public final func IsDPadActionAvaliable(actionIndex: Int32) -> Boolscripted
public final func IsKeyboardActionAvaliable(actionIndex: Int32) -> Boolscripted
private final func IsPhoneAvailable() -> Boolscripted
protected final const func IsSelectingCombatGadgetPrevented() -> Boolscripted
protected final const func IsSelectingCombatItemPrevented() -> Boolscripted
protected cb func OnCallAction(evt: ref<CallAction>) -> Boolscripted
public final func OnGameAttach()scripted
protected cb func OnQuickSlotButtonHoldStartEvent(evt: ref<QuickSlotButtonHoldStartEvent>) -> Boolscripted
protected cb func OnQuickSlotButtonTap(evt: ref<QuickSlotButtonTap>) -> Boolscripted
protected cb func OnQuickSlotKeyboardTap(evt: ref<QuickSlotKeyboardTap>) -> Boolscripted
private final func OnVehPlayerStateDataChanged(vehPlayerStateData: Variant)scripted
protected final const func PushBackCommands(area: gamedataEquipmentArea, commandList: script_ref<array<QuickSlotCommand>>, opt allowedItemTypes: array<gamedataItemType>, opt allowedTag: CName)scripted
public final func RequestEquipFists()scripted
public final func RequestWeaponEquip(itemId: ItemID)scripted
public final func SelectItem(command: script_ref<QuickSlotCommand>)scripted
public final func SendRadioEvent(toggle: Bool, setStation: Bool, stationIndex: Int32)scripted
public final func SetActiveVehicle(vehicleData: PlayerVehicle)scripted
public final func SetWheelItem(currentWheelItem: script_ref<QuickSlotCommand>)scripted
public final func SummonActiveVehicle(force: Bool)scripted
public final func SummonVehicle(force: Bool, type: gamedataVehicleType, vehicle: TweakDBID, spawnOnlyOnValidRoad: Bool)scripted
private final func ToggleFireMode()scripted
private final func ToggleSummonMode()scripted
protected final func TryExecuteCommand(currentCommand: script_ref<QuickSlotCommand>) -> Boolscripted
private final func UsePhone()scripted