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UE2:Inventory (U2)

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U2 Object >> Actor >> Inventory
Package: 
Engine
Direct subclasses:
Artifact, PowerUp, Powerups, Weapon
This class in other games:
RTNP, U1, UT, UE2Runtime, UT2003, UT2004, U2XMP, UDK, 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.

Properties

Property group 'FirstPerson'

PlayerViewOffset

Type: Object.Vector

Offset from view center.

PlayerViewPivot

Type: Object.Rotator

additive rotation offset for tweaks

Property group 'Inventory'

bDrawingFirstPerson

Type: bool


Charge

Type: int

Modifiers: travel

Charge (for example, armor remaining if an armor)

Internal variables

AttachmentClass

Type: class<InventoryAttachment>


Default value: Class'Engine.InventoryAttachment'

bDisplayableInv

Type: bool

Item displayed in HUD.

bMergesCopies

Type: bool


BobDamping

Type: float


Default value: 0.7

bTossedOut

Type: bool

true if weapon/inventory was tossed out (so players can't cheat w/ weaponstay)

GroupOffset

Type: byte

position within inventory group. (used by prevweapon and nextweapon)

Icon

Type: Material


IconIndex

Type: int


InventoryGroup

Type: byte

The weapon/inventory set, 0-9.

ItemID

Type: string

Two character abbreviation for this item.

ItemName

Type: string

Modifiers: localized


PickupClass

Type: class<Pickup>

what class of pickup is associated with this inventory item

StatusIcon

Type: Material

Icon used with ammo/charge/power count on HUD.

ThirdPersonActor

Type: Actor


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

Functions

Static functions

StaticItemName

static function string StaticItemName ()


Exec functions

updaterelative

exec function updaterelative (int pitch, int yaw, int roll)


Events

Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Actor.RenderOverlays


TravelPostAccept

event TravelPostAccept ()

Overrides: Actor.TravelPostAccept


TravelPreAccept

event TravelPreAccept ()

Overrides: Actor.TravelPreAccept


Other instance functions

AttachToPawn

function AttachToPawn (Pawn P)


ClientAddInventory

function ClientAddInventory (Pawn Other)


ClientDeleteInventory

function ClientDeleteInventory (Pawn Other)


DetachFromPawn

function DetachFromPawn (Pawn P)


DropFrom

function Pickup DropFrom (Object.Vector StartLocation)


Dump

function Dump (coerce string PrependStr, coerce string AppendStr)


GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GiveTo

function GiveTo (Pawn Other)


HandlePickupQuery

function bool HandlePickupQuery (Pickup Item)


NextWeapon

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)


NotifyAddInventory

function NotifyAddInventory (Pawn Other)


NotifyDeleteInventory

function NotifyDeleteInventory (Pawn Other)


OwnerEvent

function OwnerEvent (name EventName)


PickupFunction

function PickupFunction (Pawn Other)


PrevWeapon

simulated function Weapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)


PrioritizeArmor

function Armor PrioritizeArmor (int Damage, class<DamageTypeDamageType, Object.Vector HitLocation)


RecommendWeapon

simulated function Weapon RecommendWeapon (out float rating)


Resupply

function Resupply (float PercentAdded)


SelectNext

function Powerups SelectNext ()


SetOwnerDisplay

function SetOwnerDisplay ()


TransferSpecialProperties

function TransferSpecialProperties ()


Use

function Use (float Value)


WeaponChange

simulated function Weapon WeaponChange (byte F, Weapon CurrentChoice)