I don't need to test my programs. I have an error-correcting modem.
- 1 Properties
- 2 Functions
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Please remove the
InventoryManager Base class to manage Pawn's inventory This provides a simple interface to control and interact with the Pawn's inventory, such as weapons, items and ammunition.
if true, don't allow player to put down weapon without switching to another one
First inventory item in inventory linked list
Holds the current "Fire" status for both firing modes
Player will switch to PendingWeapon, once the current weapon has been put down.
Fixme: laurent -- PendingWeapon should be made protected, because too many bugs result by setting this variable directly. It's only safe to read it, but to change it, SetCurrentWeapon() should be used.
returns all Inventory Actors of class BaseClass
- BaseClass - Inventory actors returned are of, or childs of, this base class.
Output: Inv Inventory actors returned.
Note: this iterator bails if it encounters more than 100 items, since temporary loops in linked list may sometimes be created on network clients while link pointers are being replicated. For performance reasons you shouldn't have that many inventory items anyway.
Event called when inventory manager is destroyed, called from Pawn.Destroyed()
Discard full inventory, generally because the owner died
returns the inventory item of the requested class if it exists in this inventory manager.
- DesiredClass - class of inventory item we're trying to find.
- bAllowSubclass - whether subclasses of the desired class are acceptable
- Inventory actor if found, None otherwise.