UE2:Inventory (U2XMP)
- Package:
- Engine
- Direct subclasses:
- U2Grapple, Ammunition, FollowCam, Powerups, SpectatorCamera, TriggeredCamera, U2Inventory, Weapon
- This class in other games:
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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
Property group 'Inventory'
Charge
Type: int
Modifiers: travel
Charge (for example, armor remaining if an armor)
Internal variables
AttachmentClass
Type: class<InventoryAttachment>
Default value: Class'Engine.InventoryAttachment'
bDisplayableInv
Type: bool
Item displayed in HUD.
bMergesCopies
Type: bool
BobDamping
Type: float
Default value: 0.96
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)
Icon
Type: Texture
IconIndex
Type: int
InventoryGroup
Type: byte
The weapon/inventory set, 0-9.
ItemID
Type: string
NEW: Two character abbreviation for this item.
ItemName
Type: string
PickupClass
what class of pickup is associated with this inventory item
PlayerViewOffset
Type: Object.Vector
Offset from view center.
StatusIcon
Type: Texture
Icon used with ammo/charge/power count on HUD.
ThirdPersonActor
Type: Actor
ThirdPersonMesh
Type: Mesh
ThirdPersonMeshInstance
Type: MeshInstance
ThirdPersonRelativeLocation
Type: Object.Vector
ThirdPersonRelativeRotation
Type: Object.Rotator
ThirdPersonScale
Type: float
Default value: 1.0
ThirdPersonStaticMesh
Type: StaticMesh
Default values
Property | Value |
---|---|
bAcceptsProjectors | True |
bClientAnim | True |
bHidden | True |
bOnlyOwnerSee | True |
bReplicateMovement | False |
bTravel | True |
DrawType | DT_None |
NetPriority | 1.4 |
RemoteRole | ROLE_SimulatedProxy |
Functions
Exec functions
updaterelative
Events
Destroyed
Overrides: Actor.Destroyed
RenderOverlays
Replication
Overrides: Actor.Replication
TravelPostAccept
Overrides: Actor.TravelPostAccept
TravelPreAccept
Overrides: Actor.TravelPreAccept
Other instance functions
AttachToPawn
DetachFromPawn
DropFrom
GetHumanReadableName
Overrides: Actor.GetHumanReadableName
GetShortName
GiveTo
HandlePickupQuery
NextWeapon
NotifyAddInventory
NotifyDeleteInventory
OwnerEvent
PickupFunction
PostRecvOwner
PrevWeapon
PrioritizeArmor
RecommendWeapon
SelectNext
SetOwnerDisplay
TransferProperties
TransferPropertiesTo
TransferSpecialProperties
Use
WeaponChange