inventory¶
_inventory_get_inventory_id_from_ped¶
int native.inventory._inventory_get_inventory_id_from_ped(int ped)
Returns a unique inventory ID for this ped.
For the local player ped, it is an eInventories value.
For other peds, it is the inventory address casted to unsigned int.
enum eInventories
{
INVENTORY_INVALID,
INVENTORY_SP_PLAYER,
INVENTORY_MP_PLAYER,
INVENTORY_MP_MISSION,
INVENTORY_SECOND_SCREEN,
INVENTORY_SP_BACKUP,
INVENTORY_SP_SNAPSHOT,
INVENTORY_0xDE2AE452,
INVENTORY_0x399D9B3A,
INVENTORY_0x4BD43FA7,
INVENTORY_0x9529D251,
INVENTORY_0xA75776AC,
INVENTORY_MAX_ID = 11,
INVENTORY_IDS_COUNT
};
_get_item_role_max_level_count¶
int native.inventory._get_item_role_max_level_count(int inventory_id, int e_role_max_level)
_get_item_slot_max_count¶
int native.inventory._get_item_slot_max_count(int provision, int slot_id)
_0x112bca290d2eb53c¶
bool native.inventory._0x112bca290d2eb53c(int inventory_id, int p1, ptr int year, ptr int month, ptr int day, ptr int hour, ptr int minute, ptr int second)
_0x46743bbfedbc859e¶
void native.inventory._0x46743bbfedbc859e(int inventory_id, int e_inventory_item, bool p2)
_inventory_set_inventory_item_in_use¶
void native.inventory._inventory_set_inventory_item_in_use(int inventory_id, ptr int guid, bool in_use)
_inventory_get_inventory_item_in_use¶
bool native.inventory._inventory_get_inventory_item_in_use(int inventory_id, ptr int guid)
_inventory_set_inventory_item_hidden¶
void native.inventory._inventory_set_inventory_item_hidden(int inventory_id, ptr int guid, bool hidden)
_inventory_set_inventory_item_hidden_2¶
void native.inventory._inventory_set_inventory_item_hidden_2(int inventory_id, ptr int guid, bool hidden)
_inventory_get_inventory_item_hidden¶
bool native.inventory._inventory_get_inventory_item_hidden(int inventory_id, ptr int guid)
_inventory_get_inventory_item_is_animal_pelt¶
bool native.inventory._inventory_get_inventory_item_is_animal_pelt(int item)
_inventory_get_inventory_item_description_hash¶
int native.inventory._inventory_get_inventory_item_description_hash(int item)
_inventory_is_inventory_item_flag_enabled¶
bool native.inventory._inventory_is_inventory_item_flag_enabled(int item, int flag)
flag: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ItemDatabaseItemFlags
2097152 (is item read?), 8388608 (is item sent/received/mailable?), 16777216 (is item consumable?)
_inventory_get_is_inventory_item_sound_valid¶
bool native.inventory._inventory_get_is_inventory_item_sound_valid(int item, int sound_type)
soundType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CItemInfoSoundsInterface__sSoundsInfo__eSoundType
_inventory_get_inventory_item_sound¶
int native.inventory._inventory_get_inventory_item_sound(int item, int sound_type)
soundType: see 0x2BAE4880DCDD560B
Returns item Hash to be used with _IS_SCRIPTED_AUDIO_CUSTOM and _PLAY_SOUND_FROM_ITEM (p0)
_inventory_get_inventory_item_inspection_info¶
bool native.inventory._inventory_get_inventory_item_inspection_info(int item, ptr int info)
_inventory_get_inventory_item_weapon_copy_id¶
int native.inventory._inventory_get_inventory_item_weapon_copy_id(int inventory_id, ptr int guid)
_inventory_are_local_changes_allowed¶
bool native.inventory._inventory_are_local_changes_allowed(int inventory_id)
_inventory_is_guid_valid¶
bool native.inventory._inventory_is_guid_valid(ptr int guid)
_inventory_compare_guids¶
bool native.inventory._inventory_compare_guids(ptr int guid1, ptr int guid2)
inventory_get_guid_from_itemid¶
bool native.inventory.inventory_get_guid_from_itemid(int inventory_id, ptr int guid, int p2, int slot_id, ptr int out_guid)
_0x5d6182f3bce1333b¶
bool native.inventory._0x5d6182f3bce1333b(int inventory_id, int remove_reason)
removeReason: REMOVE_REASON_DEFAULT (eRemoveItemReason)
Example: INVENTORY::_0x5D6182F3BCE1333B(1, joaat("REMOVE_REASON_DEFAULT")); -> clears weapon wheel
Only used in R* SP Scripts
inventory_get_inventory_item¶
bool native.inventory.inventory_get_inventory_item(int inventory_id, ptr int in_data, ptr int out_data, bool p3)
_inventory_get_full_inventory_item_data¶
bool native.inventory._inventory_get_full_inventory_item_data(int inventory_id, ptr int guid, ptr int p2, int p3, int p4)
_inventory_get_inventory_item_child¶
bool native.inventory._inventory_get_inventory_item_child(int inventory_id, ptr int parent_guid, int child_index, ptr int out_inventory_item)
_inventory_add_item_with_guid¶
bool native.inventory._inventory_add_item_with_guid(int inventory_id, ptr int guid1, ptr int guid2, int item, int inventory_item_slot, int p5, int add_reason)
_inventory_update_inventory_item¶
bool native.inventory._inventory_update_inventory_item(int inventory_id, ptr int guid1, ptr int guid2, int p3)
_inventory_remove_inventory_item_with_guid¶
bool native.inventory._inventory_remove_inventory_item_with_guid(int inventory_id, ptr int guid, int quantity, int remove_reason)
_inventory_remove_inventory_item_with_itemid¶
bool native.inventory._inventory_remove_inventory_item_with_itemid(int inventory_id, int item, int quantity, int remove_reason)
_inventory_move_inventory_item¶
bool native.inventory._inventory_move_inventory_item(int inventory_id, ptr int guid1, ptr int guid2, int slot_id, int quantity, ptr int out_guid)
_inventory_swap_inventory_item¶
bool native.inventory._inventory_swap_inventory_item(int inventory_id, ptr int guid1, ptr int guid2)
_inventory_create_item_collection¶
int native.inventory._inventory_create_item_collection(int inventory_id, string filter_name, int slot_id, ptr int size)
filterName (collections): "ALL", "ALL SATCHEL", "ALL HORSES", "ALL COACHES", "ALL MOUNTS", "ALL CLOTHING", "ALL WEAPONS", "ALL SATCHEL EXCLUDING CLOTHING", "ALL EXCLUDING CLOTHING"
slotId: -1591664384
p3: outCollectionSize (?)
Returns collectionId
_inventory_create_item_collection_with_filter¶
int native.inventory._inventory_create_item_collection_with_filter(int inventory_id, ptr int filter, ptr int num_in_collection)
_inventory_get_item_from_collection_index¶
bool native.inventory._inventory_get_item_from_collection_index(int collection_id, int item_index, ptr int item_data)
_inventory_release_item_collection¶
bool native.inventory._inventory_release_item_collection(int collection_id)
_inventory_equip_item_with_guid¶
bool native.inventory._inventory_equip_item_with_guid(int inventory_id, ptr int guid, bool b_equipped)
_inventory_get_inventory_item_equipped_in_slot_by_ref¶
bool native.inventory._inventory_get_inventory_item_equipped_in_slot_by_ref(int inventory_id, ptr int guid, int slot_id, ptr int out_guid)
_inventory_does_item_own_equipment¶
bool native.inventory._inventory_does_item_own_equipment(int inventory_id, ptr int guid, int item)
_0xd08685ba892dbfab¶
bool native.inventory._0xd08685ba892dbfab(int inventory_id, ptr int guid, ptr int p2, ptr int p3)
_0x0349404a22736740¶
void native.inventory._0x0349404a22736740(bool p0, int inventory_id, ptr int guid)
_inventory_set_inventory_item_weather_effectiveness¶
void native.inventory._inventory_set_inventory_item_weather_effectiveness(int inventory_id, ptr int guid, int weather_effectiveness)
_inventory_disable_item¶
void native.inventory._inventory_disable_item(int inventory_id, int item, int gtx_reason)
_inventory_enable_item¶
void native.inventory._inventory_enable_item(int inventory_id, int item)
_inventory_is_inventory_item_equipped¶
bool native.inventory._inventory_is_inventory_item_equipped(int inventory_id, int item, bool p2)
_inventory_set_inventory_item_inspection_enabled¶
bool native.inventory._inventory_set_inventory_item_inspection_enabled(int inventory_id, ptr int p1, bool enabled)
_inventory_is_item_expired¶
bool native.inventory._inventory_is_item_expired(ptr int item_guid)
_inventory_get_item_expiry_time¶
int native.inventory._inventory_get_item_expiry_time(ptr int item_guid)
_inventory_get_inventory_item_count_with_guid¶
int native.inventory._inventory_get_inventory_item_count_with_guid(int inventory_id, ptr int guid, bool p2)
_inventory_get_inventory_item_count_with_itemid¶
int native.inventory._inventory_get_inventory_item_count_with_itemid(int inventory_id, int e_inventory_item, bool p2)
_0xb1dd74a1f5536622¶
bool native.inventory._0xb1dd74a1f5536622(int inventory_id, ptr int item_guid)
_inventory_get_children_count¶
int native.inventory._inventory_get_children_count(int inventory_id, ptr int parent_guid)
inventory_get_children_in_slot_count¶
int native.inventory.inventory_get_children_in_slot_count(int inventory_id, ptr int guid, int slot_id)
_inventory_get_inventory_item_equipped_in_slot¶
int native.inventory._inventory_get_inventory_item_equipped_in_slot(int inventory_id, ptr int guid, int slot_id, int p3, ptr int p4)
_inventory_fits_slot_id¶
bool native.inventory._inventory_fits_slot_id(int item, int slot_id)
_get_default_item_slot_info¶
int native.inventory._get_default_item_slot_info(int item, int p1)
_inventory_get_inventory_item_fit_slot¶
bool native.inventory._inventory_get_inventory_item_fit_slot(int p0, ptr int p1, int p2)
_0x9ac53cb6907b4428¶
bool native.inventory._0x9ac53cb6907b4428(int item, ptr int p1, ptr int p2)
p1 (out) and p2 (in) are both script arrays?
item: can be a component item, see SHOP_CATALOG_BUILD_LIST_OF_WEAPON_COMPONENTS
_0x9d21b185abc2dbc4¶
int native.inventory._0x9d21b185abc2dbc4(int data, string effects, bool p2, bool p3)
p0 is the return value of DATABINDING::_DATABINDING_ADD_DATA_CONTAINER_FROM_PATH
p2, p3: 0
Returns databindingEntryId
_0x75cfac49301e134f¶
void native.inventory._0x75cfac49301e134f(int databinding_entry_id, bool p1, bool p2)
_0x9d21b185abc2dbc5¶
int native.inventory._0x9d21b185abc2dbc5(int data, string stats, int p2, int p3)
_0x75cfac49301e134e¶
void native.inventory._0x75cfac49301e134e(int data, bool p1, int ped)
_0x46db71883ee9d5af¶
int native.inventory._0x46db71883ee9d5af(int data, string stats, ptr int guid, int ped)
_0x951847cef3d829ff¶
void native.inventory._0x951847cef3d829ff(int p0, ptr int out_guid, int ped)
_0x6862e4d93f64cf01¶
bool native.inventory._0x6862e4d93f64cf01(int inventory_id, ptr int guid, int p2, ptr int p3)
_set_use_mission_inventory¶
void native.inventory._set_use_mission_inventory(bool toggle)
inventory_disable_mission_inventory_pickups¶
void native.inventory.inventory_disable_mission_inventory_pickups()
_inventory_use_mission_inventory¶
void native.inventory._inventory_use_mission_inventory(bool enable, bool mirror_transactions)
inventory_copy_mp_inventory_to_mission_inventory¶
void native.inventory.inventory_copy_mp_inventory_to_mission_inventory(bool p0, bool p1, bool b_copy_satchel_items, bool b_copy_emotes, bool b_copy_horse, bool p5)
_inventory_copy_item_to_mission_inventory¶
void native.inventory._inventory_copy_item_to_mission_inventory(ptr int guid, bool p1)
_0xe36d4a38d28d9cfb¶
void native.inventory._0xe36d4a38d28d9cfb(bool p0)
_inventory_use_sp_backup¶
bool native.inventory._inventory_use_sp_backup()
_inventory_is_player_inventory_mirroring_transactions¶
bool native.inventory._inventory_is_player_inventory_mirroring_transactions()
_inventory_copy_item_to_inventory¶
void native.inventory._inventory_copy_item_to_inventory(int inventory_id, int inventory_id_cloned, ptr int p2, int p3)
_0x9e58207b194488ac¶
void native.inventory._0x9e58207b194488ac(int ped, int p1)
_set_item_prompt_info_request¶
void native.inventory._set_item_prompt_info_request(ptr int p0)
_0x9b4e793b1cb6550a¶
void native.inventory._0x9b4e793b1cb6550a()
Used in function SET_SHOP_BEING_ROBBED and many other shop related scripts and functions.
INVENTORY_A*
_set_carriable_carry_action_prompt_override¶
void native.inventory._set_carriable_carry_action_prompt_override(ptr int data)
_inventory_enable_weapons¶
void native.inventory._inventory_enable_weapons(int inventory_id)
_inventory_disable_weapons¶
void native.inventory._inventory_disable_weapons(int inventory_id, int p1)
_0xe1f45a67a9f0dcbc¶
void native.inventory._0xe1f45a67a9f0dcbc(int inventory_id)
_0x6968ce7ac32f6788¶
void native.inventory._0x6968ce7ac32f6788(int inventory_id)
_inventory_create_item_collection_2¶
int native.inventory._inventory_create_item_collection_2(ptr int collection_size)
_inventory_create_sorted_collection¶
int native.inventory._inventory_create_sorted_collection(int inventory_id, int p1, ptr int size)