I'm a doctor, not a mechanic

UE2:Inventory (UE2Runtime)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UE2Runtime Object >> Actor >> Inventory
Package: 
Engine
Direct subclasses:
Ammunition, Weapon, Powerups
This class in other games:
RTNP, U1, UT, UT2003, UT2004, U2, 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[edit]

Property group 'FirstPerson'[edit]

PlayerViewOffset[edit]

Type: Object.Vector

Offset from view center.

PlayerViewPivot[edit]

Type: Object.Rotator

additive rotation offset for tweaks

Property group 'Inventory'[edit]

bDrawingFirstPerson[edit]

Type: bool


Charge[edit]

Type: int

Modifiers: travel


Internal variables[edit]

AttachmentClass[edit]

Type: class<InventoryAttachment>


Default value: Class'Engine.InventoryAttachment'

bDisplayableInv[edit]

Type: bool

Item displayed in HUD.

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: Material


InventoryGroup[edit]

Type: byte

The weapon/inventory set, 0-9.

ItemName[edit]

Type: string

Modifiers: localized


PickupClass[edit]

Type: class<Pickup>

what class of pickup is associated with this inventory item

StatusIcon[edit]

Type: Material

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

ThirdPersonActor[edit]

Type: Actor


Default values[edit]

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[edit]

Static functions[edit]

StaticItemName[edit]

static function string StaticItemName ()


Exec functions[edit]

updaterelative[edit]

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


Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


RenderOverlays[edit]

simulated event RenderOverlays (Canvas Canvas)

Overrides: Actor.RenderOverlays


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]

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GiveTo[edit]

function GiveTo (Pawn Other)


HandlePickupQuery[edit]

function bool HandlePickupQuery (Pickup Item)


NextWeapon[edit]

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)


OwnerEvent[edit]

function OwnerEvent (name EventName)


PickupFunction[edit]

function PickupFunction (Pawn Other)


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 (out float rating)


SelectNext[edit]

function Powerups SelectNext ()


SetOwnerDisplay[edit]

function SetOwnerDisplay ()


Use[edit]

function Use (float Value)


WeaponChange[edit]

simulated function Weapon WeaponChange (byte F, bool bSilent)