Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Legacy:Inventory (DX)
From Unreal Wiki, The Unreal Engine Documentation Site
The inventory class, the parent class of all objects which can be
picked up and carried by actors.
Changes from UT[edit]
- DX new property LandSound()
Other new properties:
var bool bCanUseObjectBelt; // Can this object be placed on the object belt? var texture largeIcon; // Larger-than-usual icon for the inventory window var int largeIconWidth; // Width of graphic in texture var int largeIconHeight; // Height of graphic in texture var int invSlotsX; // Number of horizontal inv. slots this item takes var int invSlotsY; // Number of vertical inv. slots this item takes var travel int invPosX; // X position on the inventory window var travel int invPosY; // Y position on the inventory window var travel bool bInObjectBelt; // Is this object actually in the object belt? var travel int beltPos; // Position on the object belt var() localized String description; // Description var localized String beltDescription; // Description used on the object belt
- replication changed
- function PostBeginPlay() changed
- function CalcDrawOffset() not final in DX
- funciton BecomePickup() changed
- function BecomeItem() changed
- function DropFrom() changed
- DX new function PlayLandingSound()
State: pickup
- UT Touch() function changed to DX Frob()
- Landed() function changed
- DX hs no Timer() function, items remain in world forever
- funciton BeginState() changed
Not in state anymore
- new function UpdateInfo()
- new funciton TestMPBeltSpot
- whole mess of changed defaultproperties