Documentation: Inventory2Component

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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)