BlackICE Scripting

class

InventoryWeaponDisplayController

  • 17 properties
  • 31 functions

Extends InventoryItemDisplayController BaseButtonView ink.DiscreteNavigationController ink.WidgetLogicController ink.IWidgetLogicController IScriptable ISerializable

Properties

PropertyTypeOffset
weaponSpecyficModsRootink.CompoundWidgetReference0x9C0 scripted
silencerIconink.WidgetReference0x9D8 scripted
scopeIconink.WidgetReference0x9F0 scripted
ammoIconink.ImageWidgetReference0xA08 scripted
inactiveDualWieldIconink.WidgetReference0xA20 scripted
primaryWeaponOnlyEquippedIconink.WidgetReference0xA38 scripted
dualWieldPrimaryWeaponIconink.WidgetReference0xA50 scripted
dualWieldSecondaryWeaponIconink.WidgetReference0xA68 scripted
switchToPrimaryArrowink.WidgetReference0xA80 scripted
switchToSecondaryArrowink.WidgetReference0xA98 scripted
switchToPrimaryArrowControllerWeakHandle<ink.ButtonController>0xAB0 scripted
switchToSecondaryArrowControllerWeakHandle<ink.ButtonController>0xAC0 scripted
toggleToPrimarybool0xAD0 scripted
toggleToSecondarybool0xAD1 scripted
showArrowsbool0xAD2 scripted
canCycleWeaponsbool0xAD3 scripted
isHoveringArrowbool0xAD4 scripted

Functions

  • bool OnInitialize() overrideRTTI
  • bool OnUninitialize() overrideRTTI
  • void OnCreate() overrideRTTI
  • void NewRefreshUI(UIInventoryItem itemData) overrideRTTI
  • void UpdateAmmoIcon(WeakHandle<game.ItemData> itemData) RTTI
  • void NewUpdateWeaponParts(UIInventoryItem itemData) RTTI
  • void RefreshUI() overrideRTTI
  • void UpdateWeaponParts() RTTI
  • void NewUpdateDualWield(UIInventoryItem itemData) RTTI
  • void UpdateDualWield(WeakHandle<game.ItemData> itemData) RTTI
  • void DoUpdateDualWield(bool itemDataExists, bool isLeftWeapon, bool hasPairedWeapon, bool canDualWield, bool isEquipped) RTTI
  • void UpdateIcon() overrideRTTI
  • string GetSlotName() overrideRTTI
  • void SetShowArrows(bool value) RTTI
  • void SetArrowsVisibility(bool showRight, bool showLeft) RTTI
  • void SetDualWieldIconsVisiblity(bool showPrimaryOnlyEquipped, bool showDualWieldPrimaryWeapon, bool showDualWieldSecondaryWeapon, bool showInactive) RTTI
  • bool IsLeftWeapon() RTTI
  • bool HasPairedWeapon() RTTI
  • bool GetToggleToPrimary() RTTI
  • bool GetToggleToSecondary() RTTI
  • bool IsHoveringArrow() RTTI
  • void ResetToggle() RTTI
  • bool OnToggleToPrimary(ink.PointerEvent e) RTTI
  • bool OnToggleToSecondary(ink.PointerEvent e) RTTI
  • bool OnHoverOver(ink.PointerEvent e) RTTI
  • bool OnHoverOut(ink.PointerEvent e) RTTI
  • bool OnDelayedResetDualWieldItemToggled(DelayedResetDualWieldItemToggled evt) RTTI
  • bool GetCanCycleWeapons() RTTI
  • void SetCanCycleWeapons(bool value) RTTI
  • void PlayCycleAnimation(bool isNext) RTTI
  • void PlaySwapWeaponsAnimation() RTTI