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UE1:Inventory (UT)

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UT Object >> Actor >> Inventory

Contents

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

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"

ItemMessageClass

Type: class<LocalMessage>


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."

PickupMessageClass

Type: class<LocalMessage>


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


bToggleSteadyFlash

Type: bool


Default value: True

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.

bFirstFrame

Type: bool


Default value: True

bHeldItem

Type: bool

Set once an item has left pickup state.

bSleepTouch

Type: bool

Set when item is touched when leaving sleep state.

bSteadyFlash3rd

Type: bool


bSteadyToggle

Type: bool


bTossedOut

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
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

Events

BotDesireability

event float BotDesireability (Pawn Bot)


Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Actor.RenderOverlays


TravelPreAccept

event TravelPreAccept ()

Overrides: Actor.TravelPreAccept


Other instance functions

Activate

function Activate ()


ActivateTranslator

function ActivateTranslator (bool bHint)


AltFire

function AltFire (float Value)


ArmorAbsorbDamage

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


ArmorImpactEffect

function ArmorImpactEffect (Object.Vector HitLocation)


ArmorPriority

function int ArmorPriority (name DamageType)


BecomeItem

function BecomeItem ()


BecomePickup

function BecomePickup ()


CalcDrawOffset

simulated final function Object.Vector CalcDrawOffset ()


ChangedWeapon

function ChangedWeapon ()


DrawStatusIconAt

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


DropFrom

function DropFrom (Object.Vector StartLocation)


DropInventory

function DropInventory ()


Fire

function Fire (float Value)


GetHumanName

function string GetHumanName ()

Overrides: Actor.GetHumanName


GiveTo

function GiveTo (Pawn Other)


HandlePickupQuery

function bool HandlePickupQuery (Inventory Item)


InventoryCapsFloat

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


InventoryCapsString

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


OwnerJumped

function OwnerJumped ()


PrioritizeArmor

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


RecommendWeapon

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


ReduceDamage

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


SelectNext

function Inventory SelectNext ()


SetOwnerDisplay

function SetOwnerDisplay ()


SetRespawn

function SetRespawn ()


SpawnCopy

function Inventory SpawnCopy (Pawn Other)


Use

function Use (Pawn User)


WeaponChange

function Weapon WeaponChange (byte F)


States

Activated

Activated.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Activated.EndState

event EndState ()

Overrides: Object.EndState (global)


Activated.Activate

function Activate ()

Overrides: Activate (global)


Idle2

Pickup

Modifiers: auto

Pickup.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Pickup.EndState

event EndState ()

Overrides: Object.EndState (global)


Pickup.Landed

event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed (global)


Pickup.Timer

event Timer ()

Overrides: Actor.Timer (global)


Pickup.Touch

event Touch (Actor Other)

Overrides: Actor.Touch (global)


Pickup.ZoneChange

singular event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange (global)


Pickup.CheckTouching

function CheckTouching ()


Pickup.ValidTouch

function bool ValidTouch (Actor Other)


Sleeping

Ignores: Touch

Sleeping.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Sleeping.EndState

event EndState ()

Overrides: Object.EndState (global)