Lines Matching refs:inventory
159 inventory:[ubyte]; // Vector of scalars.
592 let's fill his inventory with some potential treasures that can be taken once he
604 // Create a `vector` representing the inventory of the Orc. Each number
607 auto inventory = builder.CreateVector(treasure, 10);
615 // Create a `vector` representing the inventory of the Orc. Each number
626 // Create a `vector` representing the inventory of the Orc. Each number
642 // Create a `vector` representing the inventory of the Orc. Each number
657 # Create a `vector` representing the inventory of the Orc. Each number
671 // Create a `vector` representing the inventory of the Orc. Each number
682 // Create a `vector` representing the inventory of the Orc. Each number
694 // Create a `vector` representing the inventory of the Orc. Each number
697 flatbuffers_uint8_vec_ref_t inventory;
699 inventory = flatbuffers_uint8_vec_create(B, treasure, c_vec_len(treasure));
814 inventory, Color_Red, weapons, Equipment_Weapon,
923 ns(Monster_create_as_root(B, &pos, mana, hp, name, inventory, ns(Color_Red),
958 monster_builder.add_inventory(inventory);
983 ns(Monster_inventory_add(B, inventory));
1530 Similarly, we can access elements of the inventory `vector` by indexing it. You
1536 auto inv = monster->inventory(); // A pointer to a `flatbuffers::Vector<>`.
1544 byte thirdItem = monster.inventory(2);
1568 var thirdItem = monster.inventory(2);