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UE2:Inventory (U2XMP)

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U2XMP Object >> Actor >> Inventory
Package: 
Engine
Direct subclasses:
U2Grapple, Ammunition, FollowCam, Powerups, SpectatorCamera, TriggeredCamera, U2Inventory, Weapon
This class in other games:
RTNP, U1, UT, U2, UE2Runtime, UT2003, UT2004, 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[edit]

Property group 'Inventory'[edit]

Charge[edit]

Type: int

Modifiers: travel

Charge (for example, armor remaining if an armor)

Internal variables[edit]

AttachmentClass[edit]

Type: class<InventoryAttachment>


Default value: Class'Engine.InventoryAttachment'

bDisplayableInv[edit]

Type: bool

Item displayed in HUD.

bMergesCopies[edit]

Type: bool


BobDamping[edit]

Type: float


Default value: 0.96

bTossedOut[edit]

Type: bool

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

GroupOffset[edit]

Type: byte

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

Icon[edit]

Type: Texture


IconIndex[edit]

Type: int


InventoryGroup[edit]

Type: byte

The weapon/inventory set, 0-9.

ItemID[edit]

Type: string

NEW: Two character abbreviation for this item.

ItemName[edit]

Type: string


PickupClass[edit]

Type: class<Pickup>

what class of pickup is associated with this inventory item

PlayerViewOffset[edit]

Type: Object.Vector

Offset from view center.

StatusIcon[edit]

Type: Texture

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

ThirdPersonActor[edit]

Type: Actor


ThirdPersonMesh[edit]

Type: Mesh


ThirdPersonMeshInstance[edit]

Type: MeshInstance


ThirdPersonRelativeLocation[edit]

Type: Object.Vector


ThirdPersonRelativeRotation[edit]

Type: Object.Rotator


ThirdPersonScale[edit]

Type: float


Default value: 1.0

ThirdPersonStaticMesh[edit]

Type: StaticMesh


Default values[edit]

Property Value
bAcceptsProjectors True
bClientAnim True
bHidden True
bOnlyOwnerSee True
bReplicateMovement False
bTravel True
DrawType DT_None
NetPriority 1.4
RemoteRole ROLE_SimulatedProxy

Functions[edit]

Exec functions[edit]

updaterelative[edit]

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


Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


RenderOverlays[edit]

simulated event RenderOverlays (Canvas Canvas)


Replication[edit]

event Replication ()

Overrides: Actor.Replication


TravelPostAccept[edit]

event TravelPostAccept ()

Overrides: Actor.TravelPostAccept


TravelPreAccept[edit]

event TravelPreAccept ()

Overrides: Actor.TravelPreAccept


Other instance functions[edit]

AttachToPawn[edit]

simulated function AttachToPawn (Pawn P)


DetachFromPawn[edit]

simulated function DetachFromPawn (Pawn P)


DropFrom[edit]

function DropFrom (Object.Vector StartLocation)


GetHumanReadableName[edit]

function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetShortName[edit]

function string GetShortName ()


GiveTo[edit]

function GiveTo (Pawn Other, optional bool bDontTryToSwitch)


HandlePickupQuery[edit]

function bool HandlePickupQuery (Pickup Item)


NextWeapon[edit]

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)


NotifyAddInventory[edit]

simulated function NotifyAddInventory (Pawn Other)


NotifyDeleteInventory[edit]

simulated function NotifyDeleteInventory (Pawn Other)


OwnerEvent[edit]

function OwnerEvent (name EventName)


PickupFunction[edit]

function PickupFunction (Pawn Other)


PostRecvOwner[edit]

simulated function PostRecvOwner ()


PrevWeapon[edit]

simulated function Weapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)


PrioritizeArmor[edit]

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


RecommendWeapon[edit]

simulated function Weapon RecommendWeapon (Actor Target, out float rating, out byte bUseAltMode)


SelectNext[edit]

function Powerups SelectNext ()


SetOwnerDisplay[edit]

function SetOwnerDisplay ()


TransferProperties[edit]

function TransferProperties (Pickup Item)


TransferPropertiesTo[edit]

function TransferPropertiesTo (Pickup Item)


TransferSpecialProperties[edit]

function TransferSpecialProperties ()


Use[edit]

function Use (float Value)


WeaponChange[edit]

simulated function Weapon WeaponChange (byte F, Weapon CurrentChoice)