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def("ShowDialog", &CUIActorMenu::ShowDialog) def("refresh_current_cell_item", &CUIActorMenu::RefreshCurrentItemCell) def("highlight_section_in_slot", &CUIActorMenu::HighlightSectionInSlot) def("get_drag_item", &CUIActorMenu::GetCurrentItemAsGameObject) Value("iTrashSlot", int(EDDListType::iTrashSlot)) Value("iQuickSlot", int(EDDListType::iQuickSlot)), Value("iPartnerTradeBag", int(EDDListType::iPartnerTradeBag)), Value("iPartnerTrade", int(EDDListType::iPartnerTrade)), Value("iInvalid", int(EDDListType::iInvalid)), Value("iDeadBodyBag", int(EDDListType::iDeadBodyBag)), Value("iActorTrade", int(EDDListType::iActorTrade)), Value("iActorSlot", int(EDDListType::iActorSlot)), Value("iActorBelt", int(EDDListType::iActorBelt)), Value("iActorBag", int(EDDListType::iActorBag)), PartnerTradeBag is the window of whomever the actor is currently trading with, while ActorTrade is like ActorBag but when in trade menu. ActorBag is the main inventory window, while ActorSlot is weapon, helmet and outfit slots. These might be confusing if you are used to 'slots' as they are defined in configs.
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Refers to when an icon is dragged onto another icon in Actor Inventory Menu That means some_function, above, needs to return a string.Īctor Menu Inventory Item Drag & Drop Callback: This function will only execute when context menu option is selected. returning nil means this will not show up as a context menu option if something is true then we return a string for a context menu action Code: Select all function some_function(itm)
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