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UE2:Inventory (UT2004)

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UT2004 Object >> Actor >> Inventory

Contents

Package: 
Engine
Direct subclasses:
Ammunition, KeyInventory, Powerups, Weapon
This class in other games:
RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2003, 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] PlayerViewPivot

Type: Object.Rotator

additive rotation offset for tweaks

[edit] Property group 'Inventory'

[edit] bDrawingFirstPerson

Type: bool


[edit] BobDamping

Type: float


Default value: 0.96

[edit] Charge

Type: int

Modifiers: travel


[edit] IconCoords

Type: Object.IntBox


[edit] IconMaterial

Type: Material


[edit] ItemName

Type: string

Modifiers: localized, cache


[edit] Internal variables

[edit] AttachmentClass

Type: class<InventoryAttachment>

Modifiers: cache


Default value: Class'Engine.InventoryAttachment'

[edit] bDisplayableInv

Type: bool

Item displayed in HUD.

[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] InventoryGroup

Type: byte

The weapon/inventory set, 0-9.

[edit] PickupClass

Type: class<Pickup>

Modifiers: cache

what class of pickup is associated with this inventory item

[edit] PlayerViewOffset

Type: Object.Vector

Offset from view center.

[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] DetachFromPawn

function DetachFromPawn (Pawn P)


[edit] DropFrom

function DropFrom (Object.Vector StartLocation)


[edit] GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


[edit] GiveTo

function GiveTo (Pawn Other, optional Pickup Pickup)


[edit] HandlePickupQuery

function bool HandlePickupQuery (Pickup Item)


[edit] NextWeapon

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)


[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] SelectNext

function Powerups SelectNext ()


[edit] SetOwnerDisplay

function SetOwnerDisplay ()


[edit] Use

function Use (float Value)


[edit] WeaponChange

simulated function Weapon WeaponChange (byte F, bool bSilent)


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