| AcquireItems(IInventory inventory, int value, int count) | Game.ComponentInventoryBase | static |
| ActiveSlotIndex | Game.ComponentInventory | |
| AddSlotItems(int slotIndex, int value, int count) | Game.ComponentInventoryBase | virtual |
| DropAllItems(Vector3 position) | Game.ComponentInventoryBase | virtual |
| DropSlotItems(IInventory inventory, int slotIndex, Vector3 position, Vector3 velocity) | Game.ComponentInventoryBase | static |
| FindAcquireSlotForItem(IInventory inventory, int value) | Game.ComponentInventoryBase | static |
| FindInteractingPlayer() | Game.ComponentInventoryBase | |
| GetSlotCapacity(int slotIndex, int value) | Game.ComponentInventory | virtual |
| GetSlotCount(int slotIndex) | Game.ComponentInventoryBase | virtual |
| GetSlotProcessCapacity(int slotIndex, int value) | Game.ComponentInventoryBase | virtual |
| GetSlotValue(int slotIndex) | Game.ComponentInventoryBase | virtual |
| Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) | Game.ComponentInventory | |
| m_activeSlotIndex | Game.ComponentInventory | |
| m_random | Game.ComponentInventoryBase | |
| m_slots | Game.ComponentInventoryBase | |
| m_visibleSlotsCount | Game.ComponentInventory | |
| ProcessSlotItems(int slotIndex, int value, int count, int processCount, out int processedValue, out int processedCount) | Game.ComponentInventoryBase | virtual |
| Project | Game.ComponentInventoryBase | private |
| RemoveSlotItems(int slotIndex, int count) | Game.ComponentInventoryBase | virtual |
| Save(ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap) | Game.ComponentInventory | |
| ShortInventorySlotsCount | Game.ComponentInventory | static |
| SlotsCount | Game.ComponentInventoryBase | |
| VisibleSlotsCount | Game.ComponentInventory | |