itemFilterTypes_t INV_GetFilterTypeID(const char *filterTypeID)
Searches for a filter type name (as used in console functions) and returns the matching itemFilterTyp...
const equipDef_t * INV_GetEquipmentDefinitionByID(const char *name)
Gets equipment definition by id.
void INV_InitStartup(void)
itemFilterTypes_t
A list of filter types in the market and production view.
const char * INV_GetFilterType(itemFilterTypes_t id)
Defines all attributes of objects used in the inventory.
itemFilterTypes_t INV_GetFilterFromItem(const objDef_t *obj)
item instance data, with linked list capability
inventory definition with all its containers
void INV_ItemDescription(const objDef_t *od)
Prints the description for items (weapons, armour, ...)
bool INV_ItemMatchesFilter(const objDef_t *obj, const itemFilterTypes_t filterType)
Checks if the given object/item matched the given filter type.
bool INV_MoveItem(Inventory *inv, const invDef_t *toContainer, int px, int py, const invDef_t *fromContainer, Item *fItem, Item **tItem)
Move item between containers.
bool INV_LoadWeapon(const Item *weapon, Inventory *inv, const invDef_t *srcContainer, const invDef_t *destContainer)
Load a weapon with ammo.
Item * INV_SearchInInventoryWithFilter(const Inventory *const i, const invDef_t *container, const objDef_t *item, const itemFilterTypes_t filterType) __attribute__((nonnull(1)))
Searches if there is an item at location (x/y) in a scrollable container. You can also provide an ite...
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
bool INV_UnloadWeapon(Item *weapon, Inventory *inv, const invDef_t *container)
Unload a weapon and put the ammo in a container.
inventory definition for our menus