The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE1:Inventory (RTNP)
Contents
- 1 Properties
- 1.1 Property group 'Display'
- 1.2 Property group 'Inventory'
- 1.2.1 AbsorptionPriority
- 1.2.2 ActivateSound
- 1.2.3 ArmorAbsorption
- 1.2.4 AutoSwitchPriority
- 1.2.5 bActivatable
- 1.2.6 bDisplayableInv
- 1.2.7 bInstantRespawn
- 1.2.8 bIsAnArmor
- 1.2.9 BobDamping
- 1.2.10 bRotatingPickup
- 1.2.11 Charge
- 1.2.12 DeActivateSound
- 1.2.13 Icon
- 1.2.14 InventoryGroup
- 1.2.15 ItemArticle
- 1.2.16 ItemName
- 1.2.17 M_Activated
- 1.2.18 M_Deactivated
- 1.2.19 M_Selected
- 1.2.20 MaxDesireability
- 1.2.21 NextArmor
- 1.2.22 PickupMessage
- 1.2.23 PickupSound
- 1.2.24 PickupViewMesh
- 1.2.25 PickupViewScale
- 1.2.26 PlayerViewMesh
- 1.2.27 PlayerViewOffset
- 1.2.28 PlayerViewScale
- 1.2.29 ProtectionType1
- 1.2.30 ProtectionType2
- 1.2.31 RespawnSound
- 1.2.32 RespawnTime
- 1.2.33 StatusIcon
- 1.2.34 ThirdPersonMesh
- 1.2.35 ThirdPersonScale
- 1.3 Property group 'MuzzleFlash'
- 1.4 Internal variables
- 1.5 Default values
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 Activate
- 2.2.2 ActivateTranslator
- 2.2.3 AltFire
- 2.2.4 ArmorAbsorbDamage
- 2.2.5 ArmorImpactEffect
- 2.2.6 ArmorPriority
- 2.2.7 BecomeItem
- 2.2.8 BecomePickup
- 2.2.9 CalcDrawOffset
- 2.2.10 ChangedWeapon
- 2.2.11 DrawStatusIconAt
- 2.2.12 DropFrom
- 2.2.13 Fire
- 2.2.14 GetHumanName
- 2.2.15 GiveTo
- 2.2.16 HandlePickupQuery
- 2.2.17 InventoryCapsFloat
- 2.2.18 InventoryCapsString
- 2.2.19 OwnerJumped
- 2.2.20 PrioritizeArmor
- 2.2.21 RecommendWeapon
- 2.2.22 ReduceDamage
- 2.2.23 SelectNext
- 2.2.24 SetOwnerDisplay
- 2.2.25 SetRespawn
- 2.2.26 SpawnCopy
- 2.2.27 Use
- 2.2.28 WeaponChange
- 3 States
- Package:
- Engine
- Direct subclasses:
- Pickup, Weapon
- This class in other games:
- U1, UT, UE2Runtime, UT2003, UT2004, U2, U2XMP, UDK, UT3
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The inventory class, the parent class of all objects which can be picked up and carried by actors.
Properties
Property group 'Display'
bAmbientGlow
Type: bool
Default value: True
Property group 'Inventory'
AbsorptionPriority
Type: int
Which items absorb damage first (higher=first).
ActivateSound
Type: Sound
ArmorAbsorption
Type: int
Percent of damage item absorbs 0-100.
AutoSwitchPriority
Type: byte
Modifiers: travel
Autoswitch value, 0=never autoswitch.
bActivatable
Type: bool
Whether item can be activated.
bDisplayableInv
Type: bool
Item displayed in HUD.
bInstantRespawn
Type: bool
Can be tagged so this item respawns instantly.
bIsAnArmor
Type: bool
Item will protect player.
BobDamping
Type: float
Default value: 0.96
bRotatingPickup
Type: bool
Rotates when in pickup state.
Default value: True
Charge
Type: int
Modifiers: travel
Amount of armor or charge if not an armor (charge in time*10).
DeActivateSound
Type: Sound
Icon
Type: Texture
InventoryGroup
Type: byte
The weapon/inventory set, 1-9 (0=none).
ItemArticle
Type: string
Modifiers: localized
Human readable article (e.g. "a", "an")
Default value: "a"
ItemName
Type: string
Modifiers: localized
Human readable name of item
M_Activated
Type: string
Modifiers: localized
Default value: " activated"
M_Deactivated
Type: string
Modifiers: localized
Default value: " deactivated"
M_Selected
Type: string
Modifiers: localized
Default value: " selected"
MaxDesireability
Type: float
Maximum desireability this item will ever have.
Default value: 0.0050
NextArmor
Type: Inventory
PickupMessage
Type: string
Modifiers: localized
Human readable description when picked up.
Default value: "Snagged an item"
PickupSound
Type: Sound
PickupViewMesh
Type: Mesh
Mesh to render.
PickupViewScale
Type: float
Default value: 1.0
PlayerViewMesh
Type: Mesh
Mesh to render.
PlayerViewOffset
Type: Object.Vector
Offset from view center.
PlayerViewScale
Type: float
Mesh scale.
Default value: 1.0
ProtectionType1
Type: name
Protects against DamageType (None if non-armor).
ProtectionType2
Type: name
Secondary protection type (None if non-armor).
RespawnSound
Type: Sound
RespawnTime
Type: float
Respawn after this time, 0 for instant.
StatusIcon
Type: Texture
ThirdPersonMesh
Type: Mesh
Mesh to render.
ThirdPersonScale
Type: float
Default value: 1.0
Property group 'MuzzleFlash'
bMuzzleFlashParticles
Type: bool
MuzzleFlashMesh
Type: Mesh
MuzzleFlashScale
Type: float
MuzzleFlashStyle
Type: Actor.ERenderStyle
MuzzleFlashTexture
Type: Texture
Internal variables
bActive
Type: bool
Modifiers: travel
Whether item is currently activated.
bHeldItem
Type: bool
bSleepTouch
Type: bool
Set when item is touched when leaving sleep state.
bSteadyFlash3rd
Type: bool
FlashCount
Type: byte
MyMarker
Type: InventorySpot
OldFlashCount
Type: byte
PlayerLastTouched
Type: name
Default values
Property | Value | ||||
---|---|---|---|---|---|
AmbientGlow | 255 | ||||
bCollideActors | True | ||||
bFixedRotationDir | True | ||||
bIsItemGoal | True | ||||
bTravel | True | ||||
CollisionHeight | 30.0 | ||||
CollisionRadius | 30.0 | ||||
DesiredRotation |
|
||||
DrawType | DT_Mesh | ||||
NetPriority | 2.0 | ||||
RemoteRole | ROLE_SimulatedProxy | ||||
RotationRate |
|
||||
Texture | Texture'Engine.S_Inventory' |
Functions
Events
BotDesireability
Destroyed
Overrides: Actor.Destroyed
PostBeginPlay
Overrides: Actor.PostBeginPlay
RenderOverlays
Overrides: Actor.RenderOverlays
TravelPreAccept
Overrides: Actor.TravelPreAccept
Other instance functions
Activate
ActivateTranslator
AltFire
ArmorAbsorbDamage
ArmorImpactEffect
ArmorPriority
BecomeItem
BecomePickup
CalcDrawOffset
ChangedWeapon
DrawStatusIconAt
DropFrom
Fire
GetHumanName
Overrides: Actor.GetHumanName
GiveTo
HandlePickupQuery
InventoryCapsFloat
InventoryCapsString
OwnerJumped
PrioritizeArmor
RecommendWeapon
ReduceDamage
SelectNext
SetOwnerDisplay
SetRespawn
SpawnCopy
Use
WeaponChange
States
Activated
Activated.BeginState
Overrides: Object.BeginState (global)
Activated.EndState
Overrides: Object.EndState (global)
Activated.Activate
Overrides: Activate (global)
Idle2
Pickup
Modifiers: auto
Pickup.BeginState
Overrides: Object.BeginState (global)
Pickup.EndState
Overrides: Object.EndState (global)
Pickup.Landed
Overrides: Actor.Landed (global)
Pickup.Timer
Overrides: Actor.Timer (global)
Pickup.Touch
Overrides: Actor.Touch (global)
Pickup.ZoneChange
Overrides: Actor.ZoneChange (global)
Pickup.CheckTouching
Pickup.ValidTouch
Sleeping
Sleeping.BeginState
Overrides: Object.BeginState (global)
Sleeping.EndState
Overrides: Object.EndState (global)