G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
UDataModule_Container Class Reference

Public Member Functions

Functions
void Multicast_GetItemsFromContainerInv (UDataModule_Container containerToGetItems, TArray< int > itemsNumListKeys, TArray< int > itemsNumListValues, EInventoryTypes inventoryType, EInventoryTypes inventoryEnd, bool localPredicted)
void ConsumeItemOfTypeOnAnyInventory (TSubclassOf< UItemDefinition > ItemDefinition, int ItemCount)
bool GetFirstItemWithType (FGameplayTag itemType, TSubclassOf< UItemDefinition > &itemDefinition, EInventoryTypes &inventoryType, int &slotID) const
bool GetFirstItemWithUniqueName (TSubclassOf< UItemDefinition > &itemDefinition, FName uniqueName) const
TArray< FItemVirtualData > & GetItemsIn (EInventoryTypes InventoryType)
const TArray< FItemVirtualData > & GetItemsInConst (EInventoryTypes InventoryType)
bool HasItemMain (TSubclassOf< UItemDefinition > itemDefinition, int itemCount, int &hasItemCount) const
bool HasItemOnAnyInventory (TSubclassOf< UItemDefinition > itemDefinition) const
EInventoryTypes HasItemOnAnyQuickInventory (TSubclassOf< UItemDefinition > itemDefinition) const
bool HasItemWithUniqueName (FName uniqueName) const
void Multicast_AddAllItemsFromContainer (UDataModule_Container ContainerToGetItems, FGameplayTagContainer tagFilter, FGameplayTagContainer tagAdd, bool LocalPredicted)
void Multicast_AddNewItem (EInventoryTypes InventoryType, TSubclassOf< UItemDefinition > ItemDefinition, int ItemAmount, FItemPayload Payload, bool LocalPredicted)
void Multicast_ConsumeItem (EInventoryTypes InventoryType, uint Id, int ItemAmount, bool LocalPredicted)
void Multicast_ConsumeItemOfType (EInventoryTypes InventoryType, TSubclassOf< UItemDefinition > ItemDefinition, int ItemAmount, bool LocalPredicted)
void Multicast_Debug_EmptyInventory ()
void ConsumeItemOfType (TSubclassOf< UItemDefinition > ItemDefinition, int itemCount, EInventoryTypes inventory=EInventoryTypes ::MainContainer)
void Multicast_MoveItemTo (int FromItemId, EInventoryTypes InventoryFrom, int ToItemId, EInventoryTypes InventoryTo, bool LocalPredicted)
void Multicast_PickWorldItem (AActor interactiveActor, bool destroy, UNiagaraSystem niagara, bool hasWater, float32 waterZ, bool canQuick)
void Multicast_RefreshInventory (FReplicatedInventoryMap Inventory)
void Server_AddAllItemsFromContainer (UDataModule_Container ContainerToGetItems, FGameplayTagContainer tagFilter, FGameplayTagContainer tagAdd)
void Server_AddNewItem (EInventoryTypes InventoryType, TSubclassOf< UItemDefinition > ItemDefinition, int ItemAmount, FItemPayload Payload)
void Server_ConsumeItem (EInventoryTypes InventoryType, uint Id, int ItemAmount)
void Server_ConsumeItemOfType (EInventoryTypes InventoryType, TSubclassOf< UItemDefinition > ItemDefinition, int ItemAmount)
void Server_Debug_EmptyInventory ()
void Server_GetItemsFromContainerInv (UDataModule_Container containerToGetItems, TArray< int > itemsNumListKeys, TArray< int > itemsNumListValues, EInventoryTypes inventoryType, EInventoryTypes inventoryEnd)
void Server_MoveItemFromActorToOtherActor (const AActor actor, const AActor otherActor, int itemPos, EInventoryTypes inventorySlot, int Amount, EInventoryTypes targetInventorySlot)
void Server_MoveItemTo (int FromItemId, EInventoryTypes InventoryFrom, int ToItemId, EInventoryTypes InventoryTo)
void Server_PickWorldItem (AActor interactiveActor, bool destroy=true, UNiagaraSystem niagara=nullptr, bool hasWater=false, float32 waterZ=0.000000, bool canQuick=true)
void Server_ReattachIfNeeded ()
void Server_RefreshInventory ()
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UDataModule
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

DataModule_Container
FReplicatedInventoryMap m_DefaultInventory
 Default Items to compare when loading a new inventory.
FReplicatedInventoryMap m_Inventory
 Items are stored in the containers.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Member Function Documentation

◆ ConsumeItemOfType()

void ConsumeItemOfType ( TSubclassOf< UItemDefinition > ItemDefinition,
int itemCount,
EInventoryTypes inventory = EInventoryTypes :: MainContainer )

◆ ConsumeItemOfTypeOnAnyInventory()

void ConsumeItemOfTypeOnAnyInventory ( TSubclassOf< UItemDefinition > ItemDefinition,
int ItemCount )

◆ GetFirstItemWithType()

bool GetFirstItemWithType ( FGameplayTag itemType,
TSubclassOf< UItemDefinition > & itemDefinition,
EInventoryTypes & inventoryType,
int & slotID ) const

◆ GetFirstItemWithUniqueName()

bool GetFirstItemWithUniqueName ( TSubclassOf< UItemDefinition > & itemDefinition,
FName uniqueName ) const

◆ GetItemsIn()

TArray< FItemVirtualData > & GetItemsIn ( EInventoryTypes InventoryType)

◆ GetItemsInConst()

const TArray< FItemVirtualData > & GetItemsInConst ( EInventoryTypes InventoryType)

◆ HasItemMain()

bool HasItemMain ( TSubclassOf< UItemDefinition > itemDefinition,
int itemCount,
int & hasItemCount ) const

◆ HasItemOnAnyInventory()

bool HasItemOnAnyInventory ( TSubclassOf< UItemDefinition > itemDefinition) const

◆ HasItemOnAnyQuickInventory()

EInventoryTypes HasItemOnAnyQuickInventory ( TSubclassOf< UItemDefinition > itemDefinition) const

◆ HasItemWithUniqueName()

bool HasItemWithUniqueName ( FName uniqueName) const

◆ Multicast_AddAllItemsFromContainer()

void Multicast_AddAllItemsFromContainer ( UDataModule_Container ContainerToGetItems,
FGameplayTagContainer tagFilter,
FGameplayTagContainer tagAdd,
bool LocalPredicted )

◆ Multicast_AddNewItem()

void Multicast_AddNewItem ( EInventoryTypes InventoryType,
TSubclassOf< UItemDefinition > ItemDefinition,
int ItemAmount,
FItemPayload Payload,
bool LocalPredicted )

◆ Multicast_ConsumeItem()

void Multicast_ConsumeItem ( EInventoryTypes InventoryType,
uint Id,
int ItemAmount,
bool LocalPredicted )

◆ Multicast_ConsumeItemOfType()

void Multicast_ConsumeItemOfType ( EInventoryTypes InventoryType,
TSubclassOf< UItemDefinition > ItemDefinition,
int ItemAmount,
bool LocalPredicted )

◆ Multicast_Debug_EmptyInventory()

void Multicast_Debug_EmptyInventory ( )

◆ Multicast_GetItemsFromContainerInv()

void Multicast_GetItemsFromContainerInv ( UDataModule_Container containerToGetItems,
TArray< int > itemsNumListKeys,
TArray< int > itemsNumListValues,
EInventoryTypes inventoryType,
EInventoryTypes inventoryEnd,
bool localPredicted )

◆ Multicast_MoveItemTo()

void Multicast_MoveItemTo ( int FromItemId,
EInventoryTypes InventoryFrom,
int ToItemId,
EInventoryTypes InventoryTo,
bool LocalPredicted )

◆ Multicast_PickWorldItem()

void Multicast_PickWorldItem ( AActor interactiveActor,
bool destroy,
UNiagaraSystem niagara,
bool hasWater,
float32 waterZ,
bool canQuick )

◆ Multicast_RefreshInventory()

void Multicast_RefreshInventory ( FReplicatedInventoryMap Inventory)

◆ Server_AddAllItemsFromContainer()

void Server_AddAllItemsFromContainer ( UDataModule_Container ContainerToGetItems,
FGameplayTagContainer tagFilter,
FGameplayTagContainer tagAdd )

◆ Server_AddNewItem()

void Server_AddNewItem ( EInventoryTypes InventoryType,
TSubclassOf< UItemDefinition > ItemDefinition,
int ItemAmount,
FItemPayload Payload )

◆ Server_ConsumeItem()

void Server_ConsumeItem ( EInventoryTypes InventoryType,
uint Id,
int ItemAmount )

◆ Server_ConsumeItemOfType()

void Server_ConsumeItemOfType ( EInventoryTypes InventoryType,
TSubclassOf< UItemDefinition > ItemDefinition,
int ItemAmount )

◆ Server_Debug_EmptyInventory()

void Server_Debug_EmptyInventory ( )

◆ Server_GetItemsFromContainerInv()

void Server_GetItemsFromContainerInv ( UDataModule_Container containerToGetItems,
TArray< int > itemsNumListKeys,
TArray< int > itemsNumListValues,
EInventoryTypes inventoryType,
EInventoryTypes inventoryEnd )

◆ Server_MoveItemFromActorToOtherActor()

void Server_MoveItemFromActorToOtherActor ( const AActor actor,
const AActor otherActor,
int itemPos,
EInventoryTypes inventorySlot,
int Amount,
EInventoryTypes targetInventorySlot )

◆ Server_MoveItemTo()

void Server_MoveItemTo ( int FromItemId,
EInventoryTypes InventoryFrom,
int ToItemId,
EInventoryTypes InventoryTo )

◆ Server_PickWorldItem()

void Server_PickWorldItem ( AActor interactiveActor,
bool destroy = true,
UNiagaraSystem niagara = nullptr,
bool hasWater = false,
float32 waterZ = 0.000000,
bool canQuick = true )

◆ Server_ReattachIfNeeded()

void Server_ReattachIfNeeded ( )

◆ Server_RefreshInventory()

void Server_RefreshInventory ( )

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ m_DefaultInventory

FReplicatedInventoryMap m_DefaultInventory

Default Items to compare when loading a new inventory.

◆ m_Inventory

Items are stored in the containers.