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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTInventory extends Inventory native abstract; var bool bDropOnDisrupt; /** adds weapon overlay material this item uses (if any) to the GRI in the correct spot * @see UTPawn.WeaponOverlayFlags, UTWeapon::SetWeaponOverlayFlags */ simulated static function AddWeaponOverlay(UTGameReplicationInfo GRI); /** called on the owning client just before the pickup is dropped or destroyed */ reliable client function ClientLostItem() { if (Role < ROLE_Authority) { // owner change might not get replicated to client so force it here SetOwner(None); } } simulated event Destroyed() { local Pawn P; P = Pawn(Owner); if (P != None && (P.IsLocallyControlled() || (P.DrivenVehicle != None && P.DrivenVehicle.IsLocallyControlled()))) { ClientLostItem(); } Super.Destroyed(); } function DropFrom(vector StartLocation, vector StartVelocity) { ClientLostItem(); Super.DropFrom(StartLocation, StartVelocity); } defaultproperties { bDropOnDisrupt=True DroppedPickupClass=Class'UTGame.UTRotatingDroppedPickup' Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__Inventory:Sprite' ObjectArchetype=SpriteComponent'Engine.Default__Inventory:Sprite' End Object Components(0)=Sprite MessageClass=Class'UTGame.UTPickupMessage' Name="Default__UTInventory" ObjectArchetype=Inventory'Engine.Default__Inventory' } |
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