UE3:InventoryManager instance functions (UDK)
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Object >> Actor >> InventoryManager (instance functions) |
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Instance functions
AddInventory
Adds an existing inventory item to the list. Returns true to indicate it was added, false if it was already in the list.
Parameters:
- NewItem - Item to add to inventory manager.
Returns:
- true if item was added, false otherwise.
CancelWeaponChange
Prevents player from being without a weapon.
ChangedWeapon
ChangedWeapon is called when the current weapon is finished being deactivated
ClearAllPendingFire
ClearPendingFire
ClientSyncWeapon
If the server detects that the client's weapon is out of sync, it will use this function to realign them. Network: LocalPlayer
Parameters:
- NewWeapon - The weapon the server wishes to force the client to
ClientWeaponSet
Weapon just given to a player, check if player should switch to this weapon Network: LocalPlayer Called from Weapon.ClientWeaponSet()
CreateInventory
Spawns a new Inventory actor of NewInventoryItemClass type, and adds it to the Inventory Manager.
Parameters:
- NewInventoryItemClass - Class of inventory item to spawn and add.
Returns:
- Inventory actor, None if couldn't be spawned.
DrawHud
Hook called from HUD actor. Gives access to HUD and Canvas
Parameters:
- H - HUD
GetBestWeapon
returns the best weapon for this Pawn in loadout
GetPendingFireLength
GetWeaponRatingFor
Returns a weight reflecting the desire to use the given weapon, used for AI and player best weapon selection.
Parameters:
- Weapon - W
Returns:
- Weapon rating (range -1.f to 1.f)
HandlePickupQuery
Handle Pickup. Can Pawn pickup this item?
Parameters:
- ItemClass - Class of Inventory our Owner is trying to pick up
- Pickup - the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup)
Returns:
- whether or not the Pickup actor should give its item to Other
InternalSetCurrentWeapon
IsActiveWeapon
returns true if ThisWeapon is the Pawn's active weapon.
Parameters:
- ThisWeapon - weapon to test if it's the Pawn's active weapon.
Returns:
- true if ThisWeapon is the Pawn's current weapon
IsPendingFire
ModifyDamage
Damage modifier. Is Pawn carrying items that can modify taken damage? Called from GameInfo.ReduceDamage()
NextWeapon
Switches to Next weapon Network: Client
OwnerDied
called when our owner is killed
OwnerEvent
Used to inform inventory when owner event occurs (for example jumping or weapon change)
Parameters:
- EventName - Name of event to forward to inventory items.
PrevWeapon
Switches to Previous weapon Network: Client
RemoveClassFromInventory
Util to completely remove items of a particular class from inventory
RemoveFromInventory
Attempts to remove an item from the inventory list if it exists.
Parameters:
- Item - Item to remove from inventory
ServerSetCurrentWeapon
ServerSetCurrentWeapon begins the Putdown sequence on the server. This function makes the assumption that if TryPutDown succeeded on the client, it will succeed on the server. This function shouldn't be called from anywhere except SetCurrentWeapon
Network: Dedicated Server
SetCurrentWeapon
Set DesiredWeapon as Current (Active) Weapon. Network: LocalPlayer
Parameters:
- DesiredWeapon - Desired weapon to assign to player
SetPendingFire
SetPendingWeapon
Set the pending weapon for switching. This shouldn't be called outside of SetCurrentWeapon()
SetupFor
Setup Inventory for Pawn P. Override this to change inventory assignment (from a pawn to another) Network: Server only
StartFire
Pawn desires to fire. By default it fires the Active Weapon if it exists. Called from PlayerController::StartFire() -> Pawn::StartFire() Network: Local Player
Parameters:
- FireModeNum - Fire mode number.
StopFire
Pawn stops firing. i.e. player releases fire button, this may not stop weapon firing right away. (for example press button once for a burst fire) Network: Local Player
Parameters:
- FireModeNum - Fire mode number.
SwitchToBestWeapon
Switch to best weapon available in loadout Network: LocalPlayer
UpdateController