Used to give predefined inventory to actors
struct IEquipmentManager { struct IListener { }; struct IEquipmentPackIterator { }; };
IItemSystem.h
struct IEquipmentPackIterator { };
IItemSystem.h
virtual ~IEquipmentPackIterator();
virtual void AddRef() = 0;
virtual int GetCount() = 0;
virtual const char* Next() = 0;
virtual void Release() = 0;
struct IListener { };
IItemSystem.h
virtual ~IListener();
virtual void OnBeginGiveEquipmentPack();
virtual void OnEndGiveEquipmentPack();
virtual ~IEquipmentManager();
virtual IEquipmentManager::IEquipmentPackIteratorPtr CreateEquipmentPackIterator() = 0;
return iterator with all available equipment packs
virtual void DeleteAllEquipmentPacks() = 0;
Clear all equipment packs
virtual bool GiveEquipmentPack(IActor* pActor, const char* packName, bool bAdd, bool bSelectPrimary) = 0;
Give an equipment pack (resp. items/ammo) to an actor
virtual bool LoadEquipmentPack(const XmlNodeRef& rootNode, bool bOverrideExisiting = true) = 0;
Load an equipment pack from an XML node
virtual void LoadEquipmentPacks(const XmlNodeRef& rootNode) = 0;
Loads equipment packs from rootNode
virtual void LoadEquipmentPacksFromPath(const char* path) = 0;
Load all equipment packs from a certain path
virtual void PreCacheEquipmentPackResources(const char* packName, IEquipmentPackPreCacheCallback& preCacheCallback) = 0;
Pre-cache all resources needed for the items included in the given pack
virtual void RegisterListener(IListener * pListener) = 0;
virtual void UnregisterListener(IListener * pListener) = 0;
typedef _smart_ptr<IEquipmentPackIterator> IEquipmentPackIteratorPtr;