Barotrauma Server Doc
Barotrauma.ItemInventory Member List

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

AllItemsBarotrauma.Inventory
AllItemsModBarotrauma.Inventory
AllowSwappingContainedItemsBarotrauma.Inventory
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.ItemInventoryvirtual
CanBePutInSlot(ItemPrefab itemPrefab, int i, float? condition, int? quality=null)Barotrauma.ItemInventoryvirtual
CapacityBarotrauma.Inventory
capacityBarotrauma.Inventoryprotected
ContainerBarotrauma.ItemInventory
Contains(Item item)Barotrauma.Inventory
CreateNetworkEvent(Range slotRange)Barotrauma.ItemInventoryprotectedvirtual
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.ItemInventoryvirtual
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
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
GetItemsAt(int index)Barotrauma.Inventory
GetItemStackSlotIndex(Item item, int index)Barotrauma.Inventory
HowManyCanBePut(ItemPrefab itemPrefab, int i, float? condition, bool ignoreItemsInSlot=false)Barotrauma.ItemInventoryvirtual
Barotrauma::Inventory.HowManyCanBePut(ItemPrefab itemPrefab, float? condition=null)Barotrauma.Inventory
Inventory(Entity owner, int capacity, int slotsPerRow=5)Barotrauma.Inventory
IsEmpty()Barotrauma.Inventory
IsFull(bool takeStacksIntoAccount=false)Barotrauma.ItemInventoryvirtual
IsInSlot(Item item, int index)Barotrauma.Inventory
ItemInventory(Item owner, ItemContainer container, int capacity, int slotsPerRow=5)Barotrauma.ItemInventory
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.Inventoryprotectedvirtual
RemoveItem(Item item)Barotrauma.ItemInventoryvirtual
ServerEventRead(IReadMessage msg, Client c)Barotrauma.Inventory
ServerEventWrite(IWriteMessage msg, Client c, Item.InventoryStateEventData inventoryData)Barotrauma.ItemInventory
SharedRead(IReadMessage msg, List< ushort >[] receivedItemIds, out bool readyToApply)Barotrauma.Inventory
SharedWrite(IWriteMessage msg, Range slotRange)Barotrauma.Inventory
slotsBarotrauma.Inventoryprotected
syncItemsDelayBarotrauma.Inventoryprotected
TryPutItem(Item item, Character user, IEnumerable< InvSlotType > allowedSlots=null, bool createNetworkEvent=true, bool ignoreCondition=false)Barotrauma.ItemInventoryvirtual
TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent=true, bool ignoreCondition=false)Barotrauma.ItemInventoryvirtual
TrySwapping(int index, Item item, Character user, bool createNetworkEvent, bool swapWholeStack)Barotrauma.Inventoryprotected