Documentation: Inventory2Component
Jump to navigation
Jump to search
Name | Type | Initial Value | Example Range | Description |
---|---|---|---|---|
Members | ||||
quick_inventory_slots | int | 10 | [0, 30] | |
full_inventory_slots_x | int | 8 | [0, 30] | |
full_inventory_slots_y | int | 8 | [0, 30] | |
mSavedActiveItemIndex | uint32 | 0 | Used to retain active item across save/load. Don't touch this unless you know what you're doing! | |
Privates | ||||
mActiveItem | EntityID | NOTE: Don't attempt to directly change the value of this field via lua code. It will probably break the game logic in obvious or subtle ways. | ||
mActualActiveItem | EntityID | NOTE: Don't attempt to directly change the value of this field via lua code. It will probably break the game logic in obvious or subtle ways. | ||
mActiveStash | EntityID | |||
mThrowItem | EntityID | Is used to store the item that is being thrown, instead of mActiveItem, since the player can switch items (mActiveItem) during the throwing animation | ||
mItemHolstered | bool | false | ||
mInitialized | bool | false | ||
mForceRefresh | bool | false | ||
mDontLogNextItemEquip | bool | false | ||
mSmoothedItemXOffset | float | 0 | ||
mLastItemSwitchFrame | int | 0 | ||
mIntroEquipItemLerp | float | 1 | ||
mSmoothedItemAngleVec | vec2 | (0, 0) |