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UE2:Inventory (UT2004)

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UT2004 Object >> Actor >> Inventory
Package: 
Engine
Direct subclasses:
Ammunition, KeyInventory, Powerups, Weapon
This class in other games:
RTNP, U1, UT, UE2Runtime, UT2003, 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

Property group 'FirstPerson'

PlayerViewPivot

Type: Object.Rotator

additive rotation offset for tweaks

Property group 'Inventory'

bDrawingFirstPerson

Type: bool


BobDamping

Type: float


Default value: 0.96

Charge

Type: int

Modifiers: travel


IconCoords

Type: Object.IntBox


IconMaterial

Type: Material


ItemName

Type: string

Modifiers: localized, cache


Internal variables

AttachmentClass

Type: class<InventoryAttachment>

Modifiers: cache


Default value: Class'Engine.InventoryAttachment'

bDisplayableInv

Type: bool

Item displayed in HUD.

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)

InventoryGroup

Type: byte

The weapon/inventory set, 0-9.

PickupClass

Type: class<Pickup>

Modifiers: cache

what class of pickup is associated with this inventory item

PlayerViewOffset

Type: Object.Vector

Offset from view center.

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)


DetachFromPawn

function DetachFromPawn (Pawn P)


DropFrom

function DropFrom (Object.Vector StartLocation)


GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GiveTo

function GiveTo (Pawn Other, optional Pickup Pickup)


HandlePickupQuery

function bool HandlePickupQuery (Pickup Item)


NextWeapon

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)


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)


SelectNext

function Powerups SelectNext ()


SetOwnerDisplay

function SetOwnerDisplay ()


Use

function Use (float Value)


WeaponChange

simulated function Weapon WeaponChange (byte F, bool bSilent)