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UE2:Inventory (UE2Runtime)
Contents
- 1 Properties
- 2 Functions
- 2.1 Static functions
- 2.2 Exec functions
- 2.3 Events
- 2.4 Other instance functions
- 2.4.1 AttachToPawn
- 2.4.2 DetachFromPawn
- 2.4.3 DropFrom
- 2.4.4 GetHumanReadableName
- 2.4.5 GiveTo
- 2.4.6 HandlePickupQuery
- 2.4.7 NextWeapon
- 2.4.8 OwnerEvent
- 2.4.9 PickupFunction
- 2.4.10 PrevWeapon
- 2.4.11 PrioritizeArmor
- 2.4.12 RecommendWeapon
- 2.4.13 SelectNext
- 2.4.14 SetOwnerDisplay
- 2.4.15 Use
- 2.4.16 WeaponChange
- Package:
- Engine
- Direct subclasses:
- Ammunition, Weapon, Powerups
- This class in other games:
- RTNP, U1, UT, UT2003, UT2004, U2, U2XMP, 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 '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]
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]
Exec functions[edit]
updaterelative[edit]
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
RenderOverlays[edit]
Overrides: Actor.RenderOverlays
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