Barotrauma Server Doc
Barotrauma.CharacterInventory Member List

This is the complete list of members for Barotrauma.CharacterInventory, including all inherited members.

AccessibleByOwnerBarotrauma.CharacterInventory
AccessibleWhenAliveBarotrauma.CharacterInventory
AllItemsBarotrauma.Inventory
AllItemsModBarotrauma.Inventory
AllowSwappingContainedItemsBarotrauma.Inventory
AnySlotBarotrauma.CharacterInventorystatic
CanBePut(Item item)Barotrauma.Inventory
CanBePut(ItemPrefab itemPrefab, float? condition=null, int? quality=null)Barotrauma.Inventory
CanBePutInSlot(Item item, int i, bool ignoreCondition=false)Barotrauma.CharacterInventoryvirtual
CanBePutInSlot(ItemPrefab itemPrefab, int i, float? condition, int? quality=null)Barotrauma.CharacterInventoryvirtual
capacityBarotrauma.Inventoryprotected
CapacityBarotrauma.Inventory
CharacterInventory(ContentXElement element, Character character, bool spawnInitialItems)Barotrauma.CharacterInventory
Contains(Item item)Barotrauma.Inventory
CreateNetworkEvent(Range slotRange)Barotrauma.CharacterInventoryprotectedvirtual
Barotrauma::Inventory.CreateNetworkEvent()Barotrauma.Inventory
DeleteAllItems()Barotrauma.Inventory
EmptySlotCountBarotrauma.Inventory
ExtraStackSizeBarotrauma.Inventory
FindAllItems(Func< Item, bool > predicate=null, bool recursive=false, List< Item > list=null)Barotrauma.Inventory
FindAllowedSlot(Item item, bool ignoreCondition=false)Barotrauma.Inventoryvirtual
FindEquippedItemByTag(Identifier tag)Barotrauma.CharacterInventory
FindIndex(Item item)Barotrauma.Inventory
FindIndices(Item item)Barotrauma.Inventory
FindItem(Func< Item, bool > predicate, bool recursive)Barotrauma.Inventory
FindItemByIdentifier(Identifier identifier, bool recursive=false)Barotrauma.Inventory
FindItemByTag(Identifier tag, bool recursive=false)Barotrauma.Inventory
FindLimbSlot(InvSlotType limbSlot)Barotrauma.CharacterInventory
FirstOrDefault()Barotrauma.Inventory
ForceRemoveFromSlot(Item item, int index)Barotrauma.Inventory
ForceToSlot(Item item, int index)Barotrauma.Inventory
GetAllItems(bool checkForDuplicates)Barotrauma.Inventoryprotected
GetItemAt(int index)Barotrauma.Inventory
GetItemInLimbSlot(InvSlotType limbSlot)Barotrauma.CharacterInventory
GetItemsAt(int index)Barotrauma.Inventory
GetItemStackSlotIndex(Item item, int index)Barotrauma.Inventory
HowManyCanBePut(ItemPrefab itemPrefab, float? condition=null)Barotrauma.Inventory
HowManyCanBePut(ItemPrefab itemPrefab, int i, float? condition, bool ignoreItemsInSlot=false)Barotrauma.Inventoryvirtual
Inventory(Entity owner, int capacity, int slotsPerRow=5)Barotrauma.Inventory
IsAnySlotAvailable(Item item)Barotrauma.CharacterInventory
IsEmpty()Barotrauma.Inventory
IsEquippedBarotrauma.CharacterInventoryprotected
IsFull(bool takeStacksIntoAccount=false)Barotrauma.Inventoryvirtual
IsHandSlotType(InvSlotType s)Barotrauma.CharacterInventorystatic
IsInLimbSlot(Item item, InvSlotType limbSlot)Barotrauma.CharacterInventory
IsInSlot(Item item, int index)Barotrauma.Inventory
ItemOwnsSelf(Item item)Barotrauma.Inventoryvirtual
LastOrDefault()Barotrauma.Inventory
LockedBarotrauma.Inventory
MaxItemsPerNetworkEventBarotrauma.Inventorystatic
MaxPossibleStackSizeBarotrauma.Inventorystatic
OwnerBarotrauma.Inventory
PutItem(Item item, int i, Character user, bool removeItem=true, bool createNetworkEvent=true)Barotrauma.CharacterInventoryprotectedvirtual
RemoveItem(Item item)Barotrauma.CharacterInventoryvirtual
RemoveItem(Item item, bool tryEquipFromSameStack)Barotrauma.CharacterInventory
ServerEventRead(IReadMessage msg, Client c)Barotrauma.Inventory
ServerEventWrite(IWriteMessage msg, Client c, Character.InventoryStateEventData inventoryData)Barotrauma.CharacterInventory
SharedRead(IReadMessage msg, List< ushort >[] receivedItemIds, out bool readyToApply)Barotrauma.Inventory
SharedWrite(IWriteMessage msg, Range slotRange)Barotrauma.Inventory
slotsBarotrauma.Inventoryprotected
SlotTypesBarotrauma.CharacterInventory
syncItemsDelayBarotrauma.Inventoryprotected
TryPutItem(Item item, Character user, IEnumerable< InvSlotType > allowedSlots=null, bool createNetworkEvent=true, bool ignoreCondition=false)Barotrauma.CharacterInventoryvirtual
TryPutItem(Item item, int index, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent=true, bool ignoreCondition=false)Barotrauma.CharacterInventoryvirtual
TryPutItemWithAutoEquipCheck(Item item, Character user, IEnumerable< InvSlotType > allowedSlots=null, bool createNetworkEvent=true)Barotrauma.CharacterInventory
TrySwapping(int index, Item item, Character user, bool createNetworkEvent, bool swapWholeStack)Barotrauma.Inventoryprotected