item_s Struct Reference

item definition More...

#include <inv_shared.h>

Collaboration diagram for item_s:
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Data Fields

int a
objDef_tm
objDef_tt
int amount
int rotated

Detailed Description

item definition

Note:
m and t are transfered as shorts over the net - a value of NONE means that there is no item - e.g. a value of NONE for m means, that there is no ammo loaded or assigned to this weapon

Definition at line 332 of file inv_shared.h.


Field Documentation

int item_s::a

If the item is currently displayed rotated (qtrue or 1) or not (qfalse or 0)

Note:
don't change this to anything smaller than 4 bytes - the network parsing functions are expecting this to be at least 4 bytes

Definition at line 337 of file inv_shared.h.

Referenced by CL_LoadItemXML(), CL_NetReceiveItem(), CL_NetSendItem(), CL_SaveItemXML(), G_ReadItem(), G_WriteItem(), I_MoveInInventory(), I_TryAddToInventory(), INVSH_CheckToInventory_shape(), INVSH_ShapeCheckPosition(), UI_ContainerNodeDrawDropPreview(), and UI_DrawItem().

Pointer to weapon.

Definition at line 335 of file inv_shared.h.

Referenced by actorL_shoot(), AI_GetItemFromInventory(), AI_HideNeeded(), AII_CarriedItems(), AII_CollectingAmmo(), AII_CollectingItems(), AIR_GetStorageRoom(), AIR_MoveEmployeeInventoryIntoStorage(), AIR_TransferItemsCarriedByCharacterToBase(), CHRSH_CharGetBody(), CHRSH_CharGetHead(), CL_ActorCvars(), CL_ActorGetContainerForReload(), CL_ActorGetMuzzle(), CL_ActorReload(), CL_CleanupAircraftCrew(), CL_InvAdd(), CL_InvReload(), CL_LoadInventoryXML(), CL_LoadItemXML(), CL_NetReceiveItem(), CL_NetSendItem(), CL_SaveItemXML(), CP_AddWeaponAmmo(), E_RemoveInventoryFromStorage(), FIRESH_FiredefForWeapon(), G_ActorGetTUForReactionFire(), G_ActorInvMove(), G_ActorReload(), G_AddItemToFloor(), G_ClientCanReload(), G_ClientGetWeaponFromInventory(), G_ClientReadInventory(), G_ClientShoot(), G_EventInventoryReload(), G_InventoryDropToFloorCheck(), G_InventoryRemoveItemByID(), G_InventoryToFloor(), G_MissionThink(), G_MissionTouch(), G_PrepareShot(), G_ReactionFireGetTUsForItem(), G_ReadItem(), G_SendInventory(), G_ShootGrenade(), G_ShootSingle(), G_WriteItem(), HUD_CheckReload(), HUD_CheckShooting(), HUD_GetFireDefinitionForHand(), HUD_GetLeftHandWeapon(), HUD_GetMinimumTUsForUsage(), HUD_RefreshButtons(), HUD_UpdateActor(), HUD_UpdateActorCvar(), HUD_UpdateActorFireMode(), HUD_UpdateAllActors(), HUD_WeaponCanBeReloaded(), I_AddToInventory(), I_EquipActorMelee(), I_EquipActorRobot(), I_MoveInInventory(), I_PackAmmoAndWeapon(), I_RemoveFromInventory(), I_TryAddToInventory(), INV_LoadWeapon(), INVSH_CheckToInventory(), INVSH_CheckToInventory_shape(), INVSH_CompareItem(), INVSH_FindSpace(), INVSH_HasReactionFireEnabledWeapon(), INVSH_SearchInInventoryWithFilter(), INVSH_ShapeCheckPosition(), LE_BiggestItem(), testAddSingle(), testItemAdd(), testItemDel(), testItemMove(), UI_BaseInventoryNodeDraw(), UI_BaseInventoryNodeDrawItems(), UI_BaseInventoryNodeMouseDown(), UI_ContainerNodeAutoPlace(), UI_ContainerNodeDNDFinished(), UI_ContainerNodeDNDMove(), UI_ContainerNodeDraw(), UI_ContainerNodeDrawDropPreview(), UI_ContainerNodeDrawFreeSpace(), UI_ContainerNodeDrawGrid(), UI_ContainerNodeDrawSingle(), UI_ContainerNodeMouseDown(), UI_ContainerNodeUpdateEquipment(), UI_DrawItem(), UI_GetItemTooltip(), and UI_ItemNodeDraw().


The documentation for this struct was generated from the following file:

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