UE2:Inventory (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
U2XMP Object >> Actor >> Inventory
Package:
Engine
Direct subclasses:
U2Grapple, Ammunition, FollowCam, Powerups, SpectatorCamera, TriggeredCamera, U2Inventory, Weapon
This class in other games:

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

Type: class<Pickup>

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

exec function updaterelative (int pitch, int yaw, int roll)


Events

Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


RenderOverlays

simulated event RenderOverlays (Canvas Canvas)


Replication

event Replication ()

Overrides: Actor.Replication


TravelPostAccept

event TravelPostAccept ()

Overrides: Actor.TravelPostAccept


TravelPreAccept

event TravelPreAccept ()

Overrides: Actor.TravelPreAccept


Other instance functions

AttachToPawn

simulated function AttachToPawn (Pawn P)


DetachFromPawn

simulated function DetachFromPawn (Pawn P)


DropFrom

function DropFrom (Object.Vector StartLocation)


GetHumanReadableName

function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetShortName

function string GetShortName ()


GiveTo

function GiveTo (Pawn Other, optional bool bDontTryToSwitch)


HandlePickupQuery

function bool HandlePickupQuery (Pickup Item)


NextWeapon

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)


NotifyAddInventory

simulated function NotifyAddInventory (Pawn Other)


NotifyDeleteInventory

simulated function NotifyDeleteInventory (Pawn Other)


OwnerEvent

function OwnerEvent (name EventName)


PickupFunction

function PickupFunction (Pawn Other)


PostRecvOwner

simulated function PostRecvOwner ()


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 (Actor Target, out float rating, out byte bUseAltMode)


SelectNext

function Powerups SelectNext ()


SetOwnerDisplay

function SetOwnerDisplay ()


TransferProperties

function TransferProperties (Pickup Item)


TransferPropertiesTo

function TransferPropertiesTo (Pickup Item)


TransferSpecialProperties

function TransferSpecialProperties ()


Use

function Use (float Value)


WeaponChange

simulated function Weapon WeaponChange (byte F, Weapon CurrentChoice)