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UE2:Inventory (U2XMP)
Contents
- 1 Properties
- 1.1 Property group 'Inventory'
- 1.2 Internal variables
- 1.2.1 AttachmentClass
- 1.2.2 bDisplayableInv
- 1.2.3 bMergesCopies
- 1.2.4 BobDamping
- 1.2.5 bTossedOut
- 1.2.6 GroupOffset
- 1.2.7 Icon
- 1.2.8 IconIndex
- 1.2.9 InventoryGroup
- 1.2.10 ItemID
- 1.2.11 ItemName
- 1.2.12 PickupClass
- 1.2.13 PlayerViewOffset
- 1.2.14 StatusIcon
- 1.2.15 ThirdPersonActor
- 1.2.16 ThirdPersonMesh
- 1.2.17 ThirdPersonMeshInstance
- 1.2.18 ThirdPersonRelativeLocation
- 1.2.19 ThirdPersonRelativeRotation
- 1.2.20 ThirdPersonScale
- 1.2.21 ThirdPersonStaticMesh
- 1.3 Default values
- 2 Functions
- 2.1 Exec functions
- 2.2 Events
- 2.3 Other instance functions
- 2.3.1 AttachToPawn
- 2.3.2 DetachFromPawn
- 2.3.3 DropFrom
- 2.3.4 GetHumanReadableName
- 2.3.5 GetShortName
- 2.3.6 GiveTo
- 2.3.7 HandlePickupQuery
- 2.3.8 NextWeapon
- 2.3.9 NotifyAddInventory
- 2.3.10 NotifyDeleteInventory
- 2.3.11 OwnerEvent
- 2.3.12 PickupFunction
- 2.3.13 PostRecvOwner
- 2.3.14 PrevWeapon
- 2.3.15 PrioritizeArmor
- 2.3.16 RecommendWeapon
- 2.3.17 SelectNext
- 2.3.18 SetOwnerDisplay
- 2.3.19 TransferProperties
- 2.3.20 TransferPropertiesTo
- 2.3.21 TransferSpecialProperties
- 2.3.22 Use
- 2.3.23 WeaponChange
- Package:
- Engine
- Direct subclasses:
- U2Grapple, Ammunition, FollowCam, Powerups, SpectatorCamera, TriggeredCamera, U2Inventory, Weapon
- This class in other games:
- RTNP, U1, UT, UE2Runtime, UT2003, UT2004, U2, UDK, UT3
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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]
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]
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
RenderOverlays[edit]
Replication[edit]
Overrides: Actor.Replication
TravelPostAccept[edit]
Overrides: Actor.TravelPostAccept
TravelPreAccept[edit]
Overrides: Actor.TravelPreAccept
Other instance functions[edit]
AttachToPawn[edit]
DetachFromPawn[edit]
DropFrom[edit]
GetHumanReadableName[edit]
Overrides: Actor.GetHumanReadableName