Cogito, ergo sum

UE1:Inventory (UT)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT Object >> Actor >> Inventory

Contents

Package: 
Engine
Direct subclasses:
LadderInventory, Pickup, TrapSpringer, Weapon
This class in other games:
RTNP, U1, UE2Runtime, UT2003, UT2004, U2, U2XMP, UDK, UT3

The inventory class, the parent class of all objects which can be picked up and carried by actors.

Properties[edit]

Property group 'Display'[edit]

bAmbientGlow[edit]

Type: bool


Default value: True

Property group 'Inventory'[edit]

AbsorptionPriority[edit]

Type: int

Which items absorb damage first (higher=first).

ActivateSound[edit]

Type: Sound


ArmorAbsorption[edit]

Type: int

Percent of damage item absorbs 0-100.

AutoSwitchPriority[edit]

Type: byte

Modifiers: travel

Autoswitch value, 0=never autoswitch.

bActivatable[edit]

Type: bool

Whether item can be activated.

bDisplayableInv[edit]

Type: bool

Item displayed in HUD.

bInstantRespawn[edit]

Type: bool

Can be tagged so this item respawns instantly.

bIsAnArmor[edit]

Type: bool

Item will protect player.

BobDamping[edit]

Type: float


Default value: 0.96

bRotatingPickup[edit]

Type: bool

Rotates when in pickup state.

Default value: True

Charge[edit]

Type: int

Modifiers: travel

Amount of armor or charge if not an armor (charge in time*10).

DeActivateSound[edit]

Type: Sound


Icon[edit]

Type: Texture


InventoryGroup[edit]

Type: byte

The weapon/inventory set, 1-9 (0=none).

ItemArticle[edit]

Type: string

Modifiers: localized

Human readable article (e.g. "a", "an")

Default value: "a"

ItemMessageClass[edit]

Type: class<LocalMessage>


ItemName[edit]

Type: string

Modifiers: localized

Human readable name of item

M_Activated[edit]

Type: string

Modifiers: localized


Default value: " activated."

M_Deactivated[edit]

Type: string

Modifiers: localized


Default value: " deactivated."

M_Selected[edit]

Type: string

Modifiers: localized


Default value: " selected."

MaxDesireability[edit]

Type: float

Maximum desireability this item will ever have.

Default value: 0.0050

NextArmor[edit]

Type: Inventory


PickupMessage[edit]

Type: string

Modifiers: localized

Human readable description when picked up.

Default value: "Snagged an item."

PickupMessageClass[edit]

Type: class<LocalMessage>


PickupSound[edit]

Type: Sound


PickupViewMesh[edit]

Type: Mesh

Mesh to render.

PickupViewScale[edit]

Type: float


Default value: 1.0

PlayerViewMesh[edit]

Type: Mesh

Mesh to render.

PlayerViewOffset[edit]

Type: Object.Vector

Offset from view center.

PlayerViewScale[edit]

Type: float

Mesh scale.

Default value: 1.0

ProtectionType1[edit]

Type: name

Protects against DamageType (None if non-armor).

ProtectionType2[edit]

Type: name

Secondary protection type (None if non-armor).

RespawnSound[edit]

Type: Sound


RespawnTime[edit]

Type: float

Respawn after this time, 0 for instant.

StatusIcon[edit]

Type: Texture


ThirdPersonMesh[edit]

Type: Mesh

Mesh to render.

ThirdPersonScale[edit]

Type: float


Default value: 1.0

Property group 'MuzzleFlash'[edit]

bMuzzleFlashParticles[edit]

Type: bool


bToggleSteadyFlash[edit]

Type: bool


Default value: True

MuzzleFlashMesh[edit]

Type: Mesh


MuzzleFlashScale[edit]

Type: float


MuzzleFlashStyle[edit]

Type: Actor.ERenderStyle


MuzzleFlashTexture[edit]

Type: Texture


Internal variables[edit]

bActive[edit]

Type: bool

Modifiers: travel

Whether item is currently activated.

bFirstFrame[edit]

Type: bool


Default value: True

bHeldItem[edit]

Type: bool

Set once an item has left pickup state.

bSleepTouch[edit]

Type: bool

Set when item is touched when leaving sleep state.

bSteadyFlash3rd[edit]

Type: bool


bSteadyToggle[edit]

Type: bool


bTossedOut[edit]

Type: bool


FlashCount[edit]

Type: byte


MyMarker[edit]

Type: InventorySpot


OldFlashCount[edit]

Type: byte


PlayerLastTouched[edit]

Type: name


Default values[edit]

Property Value
AmbientGlow 255
bCollideActors True
bFixedRotationDir True
bIsItemGoal True
bTravel True
CollisionHeight 30.0
CollisionRadius 30.0
DesiredRotation
Member Value
Yaw 30000
DrawType DT_Mesh
NetPriority 1.4
NetUpdateFrequency 10.0
RemoteRole ROLE_SimulatedProxy
RotationRate
Member Value
Yaw 5000
Texture Texture'Engine.S_Inventory'

Functions[edit]

Events[edit]

BotDesireability[edit]

event float BotDesireability (Pawn Bot)


Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


RenderOverlays[edit]

simulated event RenderOverlays (Canvas Canvas)

Overrides: Actor.RenderOverlays


TravelPreAccept[edit]

event TravelPreAccept ()

Overrides: Actor.TravelPreAccept


Other instance functions[edit]

Activate[edit]

function Activate ()


ActivateTranslator[edit]

function ActivateTranslator (bool bHint)


AltFire[edit]

function AltFire (float Value)


ArmorAbsorbDamage[edit]

function int ArmorAbsorbDamage (int Damage, name DamageType, Object.Vector HitLocation)


ArmorImpactEffect[edit]

function ArmorImpactEffect (Object.Vector HitLocation)


ArmorPriority[edit]

function int ArmorPriority (name DamageType)


BecomeItem[edit]

function BecomeItem ()


BecomePickup[edit]

function BecomePickup ()


CalcDrawOffset[edit]

simulated final function Object.Vector CalcDrawOffset ()


ChangedWeapon[edit]

function ChangedWeapon ()


DrawStatusIconAt[edit]

simulated function DrawStatusIconAt (Canvas Canvas, int X, int Y, optional float Scale)


DropFrom[edit]

function DropFrom (Object.Vector StartLocation)


DropInventory[edit]

function DropInventory ()


Fire[edit]

function Fire (float Value)


GetHumanName[edit]

function string GetHumanName ()

Overrides: Actor.GetHumanName


GiveTo[edit]

function GiveTo (Pawn Other)


HandlePickupQuery[edit]

function bool HandlePickupQuery (Inventory Item)


InventoryCapsFloat[edit]

function float InventoryCapsFloat (name Property, Pawn Other, Actor Test)


InventoryCapsString[edit]

function string InventoryCapsString (name Property, Pawn Other, Actor Test)


OwnerJumped[edit]

function OwnerJumped ()


PrioritizeArmor[edit]

function Inventory PrioritizeArmor (int Damage, name DamageType, Object.Vector HitLocation)


RecommendWeapon[edit]

function Weapon RecommendWeapon (out float rating, out int bUseAltMode)


ReduceDamage[edit]

function int ReduceDamage (int Damage, name DamageType, Object.Vector HitLocation)


SelectNext[edit]

function Inventory SelectNext ()


SetOwnerDisplay[edit]

function SetOwnerDisplay ()


SetRespawn[edit]

function SetRespawn ()


SpawnCopy[edit]

function Inventory SpawnCopy (Pawn Other)


Use[edit]

function Use (Pawn User)


WeaponChange[edit]

function Weapon WeaponChange (byte F)


States[edit]

Activated[edit]

Activated.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Activated.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Activated.Activate[edit]

function Activate ()

Overrides: Activate (global)


Idle2[edit]

Pickup[edit]

Modifiers: auto

Pickup.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Pickup.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Pickup.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed (global)


Pickup.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Pickup.Touch[edit]

event Touch (Actor Other)

Overrides: Actor.Touch (global)


Pickup.ZoneChange[edit]

singular event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange (global)


Pickup.CheckTouching[edit]

function CheckTouching ()


Pickup.ValidTouch[edit]

function bool ValidTouch (Actor Other)


Sleeping[edit]

Ignores: Touch

Sleeping.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Sleeping.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)