Barotrauma Client Doc
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Classes | |
class | ItemSlot |
class | SlotReference |
Public Member Functions | |
Inventory (Entity owner, int capacity, int slotsPerRow=5) | |
bool | Contains (Item item) |
Is the item contained in this inventory. Does not recursively check items inside items. More... | |
Item | FirstOrDefault () |
Return the first item in the inventory, or null if the inventory is empty. More... | |
Item | LastOrDefault () |
Return the last item in the inventory, or null if the inventory is empty. More... | |
Item | GetItemAt (int index) |
Get the item stored in the specified inventory slot. If the slot contains a stack of items, returns the first item in the stack. More... | |
IEnumerable< Item > | GetItemsAt (int index) |
Get all the item stored in the specified inventory slot. Can return more than one item if the slot contains a stack of items. More... | |
int | GetItemStackSlotIndex (Item item, int index) |
int | FindIndex (Item item) |
Find the index of the first slot the item is contained in. More... | |
List< int > | FindIndices (Item item) |
Find the indices of all the slots the item is contained in (two-hand items for example can be in multiple slots). Note that this method instantiates a new list. More... | |
virtual bool | ItemOwnsSelf (Item item) |
Returns true if the item owns any of the parent inventories. More... | |
virtual int | FindAllowedSlot (Item item, bool ignoreCondition=false) |
bool | CanBePut (Item item) |
Can the item be put in the inventory (i.e. is there a suitable free slot or a stack the item can be put in). More... | |
virtual bool | CanBePutInSlot (Item item, int i, bool ignoreCondition=false) |
Can the item be put in the specified slot. More... | |
bool | CanBePut (ItemPrefab itemPrefab, float? condition=null, int? quality=null) |
virtual bool | CanBePutInSlot (ItemPrefab itemPrefab, int i, float? condition=null, int? quality=null) |
int | HowManyCanBePut (ItemPrefab itemPrefab, float? condition=null) |
virtual int | HowManyCanBePut (ItemPrefab itemPrefab, int i, float? condition, bool ignoreItemsInSlot=false) |
virtual bool | TryPutItem (Item item, Character user, IEnumerable< InvSlotType > allowedSlots=null, bool createNetworkEvent=true, bool ignoreCondition=false) |
If there is room, puts the item in the inventory and returns true, otherwise returns false More... | |
virtual bool | TryPutItem (Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent=true, bool ignoreCondition=false) |
bool | IsEmpty () |
virtual bool | IsFull (bool takeStacksIntoAccount=false) |
Is there room to put more items in the inventory. Doesn't take stacking into account by default. More... | |
void | CreateNetworkEvent () |
Item | FindItem (Func< Item, bool > predicate, bool recursive) |
List< Item > | FindAllItems (Func< Item, bool > predicate=null, bool recursive=false, List< Item > list=null) |
Item | FindItemByTag (Identifier tag, bool recursive=false) |
Item | FindItemByIdentifier (Identifier identifier, bool recursive=false) |
virtual void | RemoveItem (Item item) |
void | ForceToSlot (Item item, int index) |
Forces an item to a specific slot. Doesn't remove the item from existing slots/inventories or do any other sanity checks, use with caution! More... | |
void | ForceRemoveFromSlot (Item item, int index) |
Removes an item from a specific slot. Doesn't do any sanity checks, use with caution! More... | |
bool | IsInSlot (Item item, int index) |
void | SharedRead (IReadMessage msg, List< ushort >[] receivedItemIds, out bool readyToApply) |
void | SharedWrite (IWriteMessage msg, Range slotRange) |
void | DeleteAllItems () |
Deletes all items inside the inventory (and also recursively all items inside the items) More... | |
Inventory | GetReplacementOrThiS () |
virtual void | CreateSlots () |
bool | Movable () |
bool | IsInventoryHoverAvailable (Character owner, ItemContainer container) |
virtual bool | HideSlot (int i) |
virtual void | Update (float deltaTime, Camera cam, bool subInventory=false) |
void | UpdateSubInventory (float deltaTime, int slotIndex, Camera cam) |
void | ClearSubInventories () |
virtual void | Draw (SpriteBatch spriteBatch, bool subInventory=false) |
void | DrawSubInventory (SpriteBatch spriteBatch, int slotIndex) |
void | ClientEventRead (IReadMessage msg) |
void | ApplyReceivedState () |
Static Public Member Functions | |
static bool | IsMouseOnSlot (VisualSlot slot) |
Check if the mouse is hovering on top of the slot More... | |
static void | RefreshMouseOnInventory () |
Refresh the value of IsMouseOnInventory More... | |
static CursorState | GetInventoryMouseCursor () |
static void | UpdateDragging () |
static void | DrawFront (SpriteBatch spriteBatch) |
static void | DrawSlot (SpriteBatch spriteBatch, Inventory inventory, VisualSlot slot, Item item, int slotIndex, bool drawItem=true, InvSlotType type=InvSlotType.Any) |
Public Attributes | |
readonly Entity | Owner |
bool | Locked |
bool | AllowSwappingContainedItems = true |
Inventory | ReplacedBy |
float | HideTimer |
VisualSlot[] | visualSlots |
RectTransform | RectTransform |
If set, the inventory is automatically positioned inside the rect More... | |
bool | DrawWhenEquipped |
Normally false - we don't draw the UI because it's drawn when the player hovers the cursor over the item in their inventory. Enabled in special cases like equippable fabricators where the inventory is a part of the fabricator UI. More... | |
float | OpenState |
Static Public Attributes | |
const int | MaxPossibleStackSize = (1 << 6) - 1 |
const int | MaxItemsPerNetworkEvent = 128 |
static Sprite | DraggableIndicator |
static Sprite | UnequippedIndicator |
static Inventory | DraggingInventory |
static VisualSlot | DraggingSlot |
static readonly List< Item > | DraggingItems = new List<Item>() |
static readonly List< Item > | doubleClickedItems = new List<Item>() |
Protected Member Functions | |
IEnumerable< Item > | GetAllItems (bool checkForDuplicates) |
virtual void | PutItem (Item item, int i, Character user, bool removeItem=true, bool createNetworkEvent=true) |
bool | TrySwapping (int index, Item item, Character user, bool createNetworkEvent, bool swapWholeStack) |
virtual void | CreateNetworkEvent (Range slotRange) |
virtual void | CalculateBackgroundFrame () |
virtual void | ControlInput (Camera cam) |
void | UpdateSlot (VisualSlot slot, int slotIndex, Item item, bool isSubSlot) |
Inventory | GetSubInventory (int slotIndex) |
virtual ItemInventory | GetActiveEquippedSubInventory (int slotIndex) |
Static Protected Member Functions | |
static void | DrawToolTip (SpriteBatch spriteBatch, RichString toolTip, Rectangle highlightedSlot) |
static Rectangle | GetSubInventoryHoverArea (SlotReference subSlot) |
Protected Attributes | |
readonly int | capacity |
readonly ItemSlot[] | slots |
float | syncItemsDelay |
float | prevUIScale = UIScale |
float | prevHUDScale = GUI.Scale |
Point | prevScreenResolution |
Vector4 | padding |
Static Protected Attributes | |
static Sprite | slotHotkeySprite |
static HashSet< SlotReference > | highlightedSubInventorySlots = new HashSet<SlotReference>() |
static SlotReference | selectedSlot |
Properties | |
int | ExtraStackSize [get, set] |
virtual IEnumerable< Item > | AllItems [get] |
All items contained in the inventory. Stacked items are returned as individual instances. DO NOT modify the contents of the inventory while enumerating this list. More... | |
IEnumerable< Item > | AllItemsMod [get] |
All items contained in the inventory. Allows modifying the contents of the inventory while being enumerated. More... | |
int | Capacity [get] |
int | EmptySlotCount [get] |
static float | UIScale [get] |
static int | ContainedIndicatorHeight [get] |
static Sprite | SlotSpriteSmall [get] |
Rectangle | BackgroundFrame [get, protected set] |
static bool | DraggingItemToWorld [get] |
int | SlotsPerRow [set] |
static SlotReference?? | SelectedSlot [get] |
static bool | IsMouseOnInventory [get] |
Definition at line 11 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
Barotrauma.Inventory.Inventory | ( | Entity | owner, |
int | capacity, | ||
int | slotsPerRow = 5 |
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Definition at line 280 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
void Barotrauma.Inventory.ApplyReceivedState | ( | ) |
Definition at line 1931 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Reimplemented in Barotrauma.ItemInventory, and Barotrauma.CharacterInventory.
Definition at line 493 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
bool Barotrauma.Inventory.CanBePut | ( | Item | item | ) |
Can the item be put in the inventory (i.e. is there a suitable free slot or a stack the item can be put in).
Definition at line 484 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
bool Barotrauma.Inventory.CanBePut | ( | ItemPrefab | itemPrefab, |
float? | condition = null , |
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int? | quality = null |
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Definition at line 503 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Can the item be put in the specified slot.
Reimplemented in Barotrauma.ItemInventory, and Barotrauma.CharacterInventory.
Definition at line 496 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Reimplemented in Barotrauma.ItemInventory, and Barotrauma.CharacterInventory.
Definition at line 512 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
void Barotrauma.Inventory.ClearSubInventories | ( | ) |
Definition at line 820 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
void Barotrauma.Inventory.ClientEventRead | ( | IReadMessage | msg | ) |
Definition at line 1875 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
bool Barotrauma.Inventory.Contains | ( | Item | item | ) |
Is the item contained in this inventory. Does not recursively check items inside items.
Definition at line 369 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Reimplemented in Barotrauma.ItemInventory, and Barotrauma.CharacterInventory.
Definition at line 541 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
void Barotrauma.Inventory.CreateNetworkEvent | ( | ) |
Definition at line 948 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Reimplemented in Barotrauma.ItemInventory, and Barotrauma.CharacterInventory.
Definition at line 975 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Reimplemented in Barotrauma.CharacterInventory.
Definition at line 417 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
void Barotrauma.Inventory.DeleteAllItems | ( | ) |
Deletes all items inside the inventory (and also recursively all items inside the items)
Definition at line 1127 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Reimplemented in Barotrauma.ItemInventory.
Definition at line 832 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 1455 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 1569 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
void Barotrauma.Inventory.DrawSubInventory | ( | SpriteBatch | spriteBatch, |
int | slotIndex | ||
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Definition at line 1052 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 1047 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
List<Item> Barotrauma.Inventory.FindAllItems | ( | Func< Item, bool > | predicate = null , |
bool | recursive = false , |
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List< Item > | list = null |
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Definition at line 993 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Reimplemented in Barotrauma.ItemInventory.
Definition at line 463 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
int Barotrauma.Inventory.FindIndex | ( | Item | item | ) |
Find the index of the first slot the item is contained in.
Definition at line 428 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
List<int> Barotrauma.Inventory.FindIndices | ( | Item | item | ) |
Find the indices of all the slots the item is contained in (two-hand items for example can be in multiple slots). Note that this method instantiates a new list.
Definition at line 440 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
Definition at line 977 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
Item Barotrauma.Inventory.FindItemByIdentifier | ( | Identifier | identifier, |
bool | recursive = false |
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Definition at line 1016 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
Item Barotrauma.Inventory.FindItemByTag | ( | Identifier | tag, |
bool | recursive = false |
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Definition at line 1010 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
Item Barotrauma.Inventory.FirstOrDefault | ( | ) |
Return the first item in the inventory, or null if the inventory is empty.
Definition at line 377 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
void Barotrauma.Inventory.ForceRemoveFromSlot | ( | Item | item, |
int | index | ||
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Removes an item from a specific slot. Doesn't do any sanity checks, use with caution!
Definition at line 1064 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
void Barotrauma.Inventory.ForceToSlot | ( | Item | item, |
int | index | ||
) |
Forces an item to a specific slot. Doesn't remove the item from existing slots/inventories or do any other sanity checks, use with caution!
Definition at line 1049 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Reimplemented in Barotrauma.CharacterInventory.
Definition at line 683 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 312 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Definition at line 952 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
Item Barotrauma.Inventory.GetItemAt | ( | int | index | ) |
Get the item stored in the specified inventory slot. If the slot contains a stack of items, returns the first item in the stack.
Definition at line 403 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
IEnumerable<Item> Barotrauma.Inventory.GetItemsAt | ( | int | index | ) |
Get all the item stored in the specified inventory slot. Can return more than one item if the slot contains a stack of items.
Definition at line 412 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
int Barotrauma.Inventory.GetItemStackSlotIndex | ( | Item | item, |
int | index | ||
) |
Definition at line 418 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
Inventory Barotrauma.Inventory.GetReplacementOrThiS | ( | ) |
Definition at line 412 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 675 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 1398 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Reimplemented in Barotrauma.CharacterInventory.
Definition at line 513 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
int Barotrauma.Inventory.HowManyCanBePut | ( | ItemPrefab | itemPrefab, |
float? | condition = null |
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Definition at line 518 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Reimplemented in Barotrauma.ItemInventory.
Definition at line 528 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
bool Barotrauma.Inventory.IsEmpty | ( | ) |
Definition at line 691 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Is there room to put more items in the inventory. Doesn't take stacking into account by default.
takeStacksIntoAccount | If true, the inventory is not considered full if all the stacks are not full. |
Reimplemented in Barotrauma.ItemInventory.
Definition at line 705 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
bool Barotrauma.Inventory.IsInSlot | ( | Item | item, |
int | index | ||
) |
Definition at line 1069 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
bool Barotrauma.Inventory.IsInventoryHoverAvailable | ( | Character | owner, |
ItemContainer | container | ||
) |
Definition at line 502 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Check if the mouse is hovering on top of the slot
slot | The desired slot we want to check |
Definition at line 852 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Returns true if the item owns any of the parent inventories.
Definition at line 453 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
Item Barotrauma.Inventory.LastOrDefault | ( | ) |
Return the last item in the inventory, or null if the inventory is empty.
Definition at line 390 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
bool Barotrauma.Inventory.Movable | ( | ) |
Definition at line 497 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Reimplemented in Barotrauma.CharacterInventory.
Definition at line 610 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Refresh the value of IsMouseOnInventory
Definition at line 867 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Reimplemented in Barotrauma.ItemInventory, and Barotrauma.CharacterInventory.
Definition at line 1022 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
void Barotrauma.Inventory.SharedRead | ( | IReadMessage | msg, |
List< ushort >[] | receivedItemIds, | ||
out bool | readyToApply | ||
) |
Definition at line 1075 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
void Barotrauma.Inventory.SharedWrite | ( | IWriteMessage | msg, |
Range | slotRange | ||
) |
Definition at line 1106 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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If there is room, puts the item in the inventory and returns true, otherwise returns false
Reimplemented in Barotrauma.ItemInventory, and Barotrauma.CharacterInventory.
Definition at line 537 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Reimplemented in Barotrauma.CharacterInventory, and Barotrauma.ItemInventory.
Definition at line 546 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Definition at line 727 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Reimplemented in Barotrauma.CharacterInventory.
Definition at line 518 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 1149 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 550 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
void Barotrauma.Inventory.UpdateSubInventory | ( | float | deltaTime, |
int | slotIndex, | ||
Camera | cam | ||
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Definition at line 690 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
bool Barotrauma.Inventory.AllowSwappingContainedItems = true |
Definition at line 278 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Definition at line 231 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
Definition at line 371 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 176 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 179 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
Definition at line 359 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 358 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
bool Barotrauma.Inventory.DrawWhenEquipped |
Normally false - we don't draw the UI because it's drawn when the player hovers the cursor over the item in their inventory. Enabled in special cases like equippable fabricators where the inventory is a part of the fabricator UI.
Definition at line 398 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
float Barotrauma.Inventory.HideTimer |
Definition at line 189 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 381 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
bool Barotrauma.Inventory.Locked |
Definition at line 234 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Definition at line 15 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Definition at line 13 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
float Barotrauma.Inventory.OpenState |
Definition at line 688 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
readonly Entity Barotrauma.Inventory.Owner |
Definition at line 229 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Definition at line 373 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 156 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 157 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 155 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
RectTransform Barotrauma.Inventory.RectTransform |
If set, the inventory is automatically positioned inside the rect
Definition at line 392 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
Inventory Barotrauma.Inventory.ReplacedBy |
Definition at line 181 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 384 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 159 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 232 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Definition at line 236 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Definition at line 177 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
VisualSlot [] Barotrauma.Inventory.visualSlots |
Definition at line 386 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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All items contained in the inventory. Stacked items are returned as individual instances. DO NOT modify the contents of the inventory while enumerating this list.
Definition at line 249 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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All items contained in the inventory. Allows modifying the contents of the inventory while being enumerated.
Definition at line 261 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Definition at line 183 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 271 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Definition at line 150 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 360 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 276 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Definition at line 240 of file BarotraumaShared/SharedSource/Items/Inventory.cs.
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Definition at line 859 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 400 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 376 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 162 of file BarotraumaClient/ClientSource/Items/Inventory.cs.
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Definition at line 145 of file BarotraumaClient/ClientSource/Items/Inventory.cs.