inventory:CalcBagIdx(int slot_id);
inventory:CalcMaterialFromSlot(int equipslot);
inventory:CalcSlotFromMaterial(int material);
inventory:CalcSlotId(int slot_id);
inventory:CalcSlotId(int slot_id, int bag_slot);
inventory:CanItemFitInContainer(Lua_Item item, Lua_Item container);
inventory:CheckNoDrop(int slot_id);
inventory:DeleteItem(int slot_id);
inventory:DeleteItem(int slot_id, int quantity);
inventory:FindFreeSlot(bool for_bag, bool try_cursor);
inventory:FindFreeSlot(bool for_bag, bool try_cursor, int min_size);
inventory:FindFreeSlot(bool for_bag, bool try_cursor, int min_size, bool is_arrow);
inventory:GetItem(int slot_id);
inventory:GetItem(int slot_id, int bag_slot);
inventory:GetSlotByItemInst(Lua_ItemInst inst);
inventory:HasItem(int item_id);
inventory:HasItem(int item_id, int quantity);
inventory:HasItem(int item_id, int quantity, int where);
inventory:HasItemByLoreGroup(uint32 loregroup);
inventory:HasItemByLoreGroup(uint32 loregroup, int where);
inventory:HasItemByUse(int use);
inventory:HasItemByUse(int use, uint8 quantity);
inventory:HasItemByUse(int use, uint8 quantity, uint8 where);
inventory:HasSpaceForItem(Lua_Item item, int quantity);
inventory:PopItem(int slot_id);
inventory:PushCursor(Lua_ItemInst item);
inventory:PutItem(int slot_id, Lua_ItemInst item);
inventory:SupportsContainers(int slot_id);
inventory:SwapItem(int source_slot, int destination_slot);