M&B: Bannerlord 1.0.0
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TaleWorlds.MountAndBlade.MissionEquipment Class Reference

Public Member Functions

 MissionEquipment ()
 
 MissionEquipment (Equipment spawnEquipment, Banner banner)
 
void FillFrom (Equipment sourceEquipment, Banner banner)
 
float GetTotalWeightOfWeapons ()
 
bool HasAmmo (EquipmentIndex equipmentIndex, out int rangedUsageIndex, out bool hasLoadedAmmo, out bool noAmmoInThisSlot)
 Caution, unlike the convention in this class, will not only check if equipment includes a quiver(AmmoClass) item but will also check whether that item has positive quantity of ammunition(amount) More...
 
int GetAmmoAmount (WeaponClass ammoClass)
 
int GetAmmoSlotIndexOfWeapon (WeaponClass ammoClass)
 
int GetMaxAmmo (WeaponClass ammoClass)
 
void GetAmmoCountAndIndexOfType (ItemObject.ItemTypeEnum itemType, out int ammoCount, out EquipmentIndex eIndex, EquipmentIndex equippedIndex=EquipmentIndex.None)
 
void CheckLoadedAmmos ()
 
void SetUsageIndexOfSlot (EquipmentIndex slotIndex, int usageIndex)
 
void SetReloadPhaseOfSlot (EquipmentIndex slotIndex, short reloadPhase)
 
void SetAmountOfSlot (EquipmentIndex slotIndex, short dataValue, bool addOverflowToMaxAmount=false)
 
void SetHitPointsOfSlot (EquipmentIndex slotIndex, short dataValue, bool addOverflowToMaxHitPoints=false)
 
void SetReloadedAmmoOfSlot (EquipmentIndex slotIndex, EquipmentIndex ammoSlotIndex, short totalAmmo)
 
void SetConsumedAmmoOfSlot (EquipmentIndex slotIndex, short count)
 
void AttachWeaponToWeaponInSlot (EquipmentIndex slotIndex, ref MissionWeapon weapon, ref MatrixFrame attachLocalFrame)
 
bool HasShield ()
 
bool HasAnyWeapon ()
 
bool HasAnyWeaponWithFlags (WeaponFlags flags)
 
ItemObject GetBanner ()
 
bool HasRangedWeapon (WeaponClass requiredAmmoClass=WeaponClass.Undefined)
 
bool ContainsNonConsumableRangedWeaponWithAmmo ()
 
bool ContainsMeleeWeapon ()
 
bool ContainsShield ()
 
bool ContainsSpear ()
 
bool ContainsThrownWeapon ()
 
void SetGlossMultipliersOfWeaponsRandomly (int seed)
 

Static Public Member Functions

static EquipmentIndex SelectWeaponPickUpSlot (Agent agentPickingUp, MissionWeapon weaponBeingPickedUp, bool isStuckMissile)
 
static bool DoesWeaponFitToSlot (EquipmentIndex slotIndex, MissionWeapon weapon)
 

Properties

MissionWeapon this[int index] [get, set]
 
MissionWeapon this[EquipmentIndex index] [get, set]
 

Constructor & Destructor Documentation

◆ MissionEquipment() [1/2]

TaleWorlds.MountAndBlade.MissionEquipment.MissionEquipment ( )

◆ MissionEquipment() [2/2]

TaleWorlds.MountAndBlade.MissionEquipment.MissionEquipment ( Equipment  spawnEquipment,
Banner  banner 
)

Member Function Documentation

◆ FillFrom()

void TaleWorlds.MountAndBlade.MissionEquipment.FillFrom ( Equipment  sourceEquipment,
Banner  banner 
)

◆ GetTotalWeightOfWeapons()

float TaleWorlds.MountAndBlade.MissionEquipment.GetTotalWeightOfWeapons ( )

◆ SelectWeaponPickUpSlot()

static EquipmentIndex TaleWorlds.MountAndBlade.MissionEquipment.SelectWeaponPickUpSlot ( Agent  agentPickingUp,
MissionWeapon  weaponBeingPickedUp,
bool  isStuckMissile 
)
static

◆ HasAmmo()

bool TaleWorlds.MountAndBlade.MissionEquipment.HasAmmo ( EquipmentIndex  equipmentIndex,
out int  rangedUsageIndex,
out bool  hasLoadedAmmo,
out bool  noAmmoInThisSlot 
)

◆ GetAmmoAmount()

int TaleWorlds.MountAndBlade.MissionEquipment.GetAmmoAmount ( WeaponClass  ammoClass)

◆ GetAmmoSlotIndexOfWeapon()

int TaleWorlds.MountAndBlade.MissionEquipment.GetAmmoSlotIndexOfWeapon ( WeaponClass  ammoClass)

◆ GetMaxAmmo()

int TaleWorlds.MountAndBlade.MissionEquipment.GetMaxAmmo ( WeaponClass  ammoClass)

◆ GetAmmoCountAndIndexOfType()

void TaleWorlds.MountAndBlade.MissionEquipment.GetAmmoCountAndIndexOfType ( ItemObject.ItemTypeEnum  itemType,
out int  ammoCount,
out EquipmentIndex  eIndex,
EquipmentIndex  equippedIndex = EquipmentIndex.None 
)

◆ DoesWeaponFitToSlot()

static bool TaleWorlds.MountAndBlade.MissionEquipment.DoesWeaponFitToSlot ( EquipmentIndex  slotIndex,
MissionWeapon  weapon 
)
static

◆ CheckLoadedAmmos()

void TaleWorlds.MountAndBlade.MissionEquipment.CheckLoadedAmmos ( )

◆ SetUsageIndexOfSlot()

void TaleWorlds.MountAndBlade.MissionEquipment.SetUsageIndexOfSlot ( EquipmentIndex  slotIndex,
int  usageIndex 
)

◆ SetReloadPhaseOfSlot()

void TaleWorlds.MountAndBlade.MissionEquipment.SetReloadPhaseOfSlot ( EquipmentIndex  slotIndex,
short  reloadPhase 
)

◆ SetAmountOfSlot()

void TaleWorlds.MountAndBlade.MissionEquipment.SetAmountOfSlot ( EquipmentIndex  slotIndex,
short  dataValue,
bool  addOverflowToMaxAmount = false 
)

◆ SetHitPointsOfSlot()

void TaleWorlds.MountAndBlade.MissionEquipment.SetHitPointsOfSlot ( EquipmentIndex  slotIndex,
short  dataValue,
bool  addOverflowToMaxHitPoints = false 
)

◆ SetReloadedAmmoOfSlot()

void TaleWorlds.MountAndBlade.MissionEquipment.SetReloadedAmmoOfSlot ( EquipmentIndex  slotIndex,
EquipmentIndex  ammoSlotIndex,
short  totalAmmo 
)

◆ SetConsumedAmmoOfSlot()

void TaleWorlds.MountAndBlade.MissionEquipment.SetConsumedAmmoOfSlot ( EquipmentIndex  slotIndex,
short  count 
)

◆ AttachWeaponToWeaponInSlot()

void TaleWorlds.MountAndBlade.MissionEquipment.AttachWeaponToWeaponInSlot ( EquipmentIndex  slotIndex,
ref MissionWeapon  weapon,
ref MatrixFrame  attachLocalFrame 
)

◆ HasShield()

bool TaleWorlds.MountAndBlade.MissionEquipment.HasShield ( )

◆ HasAnyWeapon()

bool TaleWorlds.MountAndBlade.MissionEquipment.HasAnyWeapon ( )

◆ HasAnyWeaponWithFlags()

bool TaleWorlds.MountAndBlade.MissionEquipment.HasAnyWeaponWithFlags ( WeaponFlags  flags)

◆ GetBanner()

ItemObject TaleWorlds.MountAndBlade.MissionEquipment.GetBanner ( )

◆ HasRangedWeapon()

bool TaleWorlds.MountAndBlade.MissionEquipment.HasRangedWeapon ( WeaponClass  requiredAmmoClass = WeaponClass.Undefined)

◆ ContainsNonConsumableRangedWeaponWithAmmo()

bool TaleWorlds.MountAndBlade.MissionEquipment.ContainsNonConsumableRangedWeaponWithAmmo ( )

◆ ContainsMeleeWeapon()

bool TaleWorlds.MountAndBlade.MissionEquipment.ContainsMeleeWeapon ( )

◆ ContainsShield()

bool TaleWorlds.MountAndBlade.MissionEquipment.ContainsShield ( )

◆ ContainsSpear()

bool TaleWorlds.MountAndBlade.MissionEquipment.ContainsSpear ( )

◆ ContainsThrownWeapon()

bool TaleWorlds.MountAndBlade.MissionEquipment.ContainsThrownWeapon ( )

◆ SetGlossMultipliersOfWeaponsRandomly()

void TaleWorlds.MountAndBlade.MissionEquipment.SetGlossMultipliersOfWeaponsRandomly ( int  seed)

Property Documentation

◆ this[int index]

MissionWeapon TaleWorlds.MountAndBlade.MissionEquipment.this[int index]
getset

◆ this[EquipmentIndex index]

MissionWeapon TaleWorlds.MountAndBlade.MissionEquipment.this[EquipmentIndex index]
getset