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UE2:Inventory (U2)

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U2 Object >> Actor >> Inventory

Contents

Package: 
Engine
Direct subclasses:
Artifact, PowerUp, Powerups, Weapon
This class in other games:
RTNP, U1, U2XMP, UDK, UE2Runtime, UT, UT2003, UT2004, UT3

Inventory

Inventory is the parent class of all actors that can be carried by other actors. Inventory items are placed in the holding actor's inventory chain, a linked list of inventory actors. Each inventory class knows what pickup can spawn it (its PickupClass). When tossed out (using the DropFrom() function), inventory items replace themselves with an actor of their Pickup class.

[edit] Properties

[edit] Property group 'FirstPerson'

[edit] PlayerViewOffset

Type: Object.Vector

Offset from view center.

[edit] PlayerViewPivot

Type: Object.Rotator

additive rotation offset for tweaks

[edit] Property group 'Inventory'

[edit] bDrawingFirstPerson

Type: bool


[edit] Charge

Type: int

Modifiers: travel

Charge (for example, armor remaining if an armor)

[edit] Internal variables

[edit] AttachmentClass

Type: class<InventoryAttachment>


Default value: Class'Engine.InventoryAttachment'

[edit] bDisplayableInv

Type: bool

Item displayed in HUD.

[edit] bMergesCopies

Type: bool


[edit] BobDamping

Type: float


Default value: 0.7

[edit] bTossedOut

Type: bool

true if weapon/inventory was tossed out (so players can't cheat w/ weaponstay)

[edit] GroupOffset

Type: byte

position within inventory group. (used by prevweapon and nextweapon)

[edit] Icon

Type: Material


[edit] IconIndex

Type: int


[edit] InventoryGroup

Type: byte

The weapon/inventory set, 0-9.

[edit] ItemID

Type: string

Two character abbreviation for this item.

[edit] ItemName

Type: string

Modifiers: localized


[edit] PickupClass

Type: class<Pickup>

what class of pickup is associated with this inventory item

[edit] StatusIcon

Type: Material

Icon used with ammo/charge/power count on HUD.

[edit] ThirdPersonActor

Type: Actor


[edit] Default values

Property Value
bClientAnim True
bHidden True
bOnlyDirtyReplication True
bOnlyOwnerSee True
bOnlyRelevantToOwner True
bReplicateMovement False
bTravel True
DrawType DT_None
NetPriority 1.4
RemoteRole ROLE_SimulatedProxy

[edit] Functions

[edit] Static functions

[edit] StaticItemName

static function string StaticItemName ()


[edit] Exec functions

[edit] updaterelative

exec function updaterelative (int pitch, int yaw, int roll)


[edit] Events

[edit] Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


[edit] RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Actor.RenderOverlays


[edit] TravelPostAccept

event TravelPostAccept ()

Overrides: Actor.TravelPostAccept


[edit] TravelPreAccept

event TravelPreAccept ()

Overrides: Actor.TravelPreAccept


[edit] Other instance functions

[edit] AttachToPawn

function AttachToPawn (Pawn P)


[edit] ClientAddInventory

function ClientAddInventory (Pawn Other)


[edit] ClientDeleteInventory

function ClientDeleteInventory (Pawn Other)


[edit] DetachFromPawn

function DetachFromPawn (Pawn P)


[edit] DropFrom

function Pickup DropFrom (Object.Vector StartLocation)


[edit] Dump

function Dump (coerce string PrependStr, coerce string AppendStr)


[edit] GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


[edit] GiveTo

function GiveTo (Pawn Other)


[edit] HandlePickupQuery

function bool HandlePickupQuery (Pickup Item)


[edit] NextWeapon

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)


[edit] NotifyAddInventory

function NotifyAddInventory (Pawn Other)


[edit] NotifyDeleteInventory

function NotifyDeleteInventory (Pawn Other)


[edit] OwnerEvent

function OwnerEvent (name EventName)


[edit] PickupFunction

function PickupFunction (Pawn Other)


[edit] PrevWeapon

simulated function Weapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)


[edit] PrioritizeArmor

function Armor PrioritizeArmor (int Damage, class<DamageTypeDamageType, Object.Vector HitLocation)


[edit] RecommendWeapon

simulated function Weapon RecommendWeapon (out float rating)


[edit] Resupply

function Resupply (float PercentAdded)


[edit] SelectNext

function Powerups SelectNext ()


[edit] SetOwnerDisplay

function SetOwnerDisplay ()


[edit] TransferSpecialProperties

function TransferSpecialProperties ()


[edit] Use

function Use (float Value)


[edit] WeaponChange

simulated function Weapon WeaponChange (byte F, Weapon CurrentChoice)


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