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Core.Object | +-- Engine.Actor | +-- Engine.Inventory
UTInventory, Weapon
Constants Summary |
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Inherited Contants from Core.Object |
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DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
Variables Summary | |
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bool | bDelayedSpawn |
bool | bDropOnDeath |
bool | bPredictRespawns |
bool | bReceiveOwnerEvents |
bool | bRenderOverlays |
class<DroppedPickup> | DroppedPickupClass |
PrimitiveComponent | DroppedPickupMesh |
ParticleSystemComponent | DroppedPickupParticles |
Inventory | Inventory |
InventoryManager | InvManager |
string | ItemName |
float | MaxDesireability |
PrimitiveComponent | PickupFactoryMesh |
Inventory | |
string | PickupForce |
string | PickupMessage |
SoundCue | PickupSound |
float | RespawnTime |
Inherited Variables from Core.Object |
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Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary |
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Inherited Enumerations from Engine.Actor |
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ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
Inherited Enumerations from Core.Object |
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EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary |
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Inherited Structures from Engine.Actor |
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AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
Functions Summary | ||
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ActiveRenderOverlays (HUD H) | ||
AnnouncePickup (Pawn Other)) | ||
float | BotDesireability (Actor PickupHolder, Pawn P, Controller C)) | |
ClientGivenTo (Pawn NewOwner, bool bDoNotActivate)) | ||
bool | DenyPickupQuery (class<Inventory> ItemClass, Actor Pickup)) | |
Destroyed ())) | ||
float | DetourWeight (Pawn Other, loat PathWeight)) | |
DropFrom (vector StartLocation, vector StartVelocity)) | ||
String | GetHumanReadableName ())) | |
string | GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 )) | |
GivenTo (Pawn thisPawn, optional bool bDoNotActivate )) | ||
GiveTo (Pawn Other )) | ||
ItemRemovedFromInvManager () | ||
OwnerEvent (name EventName) | ||
RenderOverlays (HUD H) |
Variables Detail |
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if true, this inventory item should be dropped if the owner dies
Functions Detail |
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Access to HUD and Canvas. Event always called when the InventoryManager considers this Inventory Item currently "Active" (for example active weapon)
@param HUD H
This Inventory Item has just been given to this Pawn (owning client only)
@param thisPawn new Inventory owner
@param bDoNotActivate If true, this item will not try to activate
DenyPickupQuery Function which lets existing items in a pawn's inventory prevent the pawn from picking something up.
@param ItemClass Class of Inventory our Owner is trying to pick up
@param Pickup the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup)
@return true to abort pickup or if item handles pickup
Drop this item out in to the world
@param StartLocation - The World Location to drop this item from
@param StartVelocity - The initial velocity for the item when dropped
This Inventory Item has just been given to this Pawn (server only)
@param thisPawn new Inventory owner
@param bDoNotActivate If true, this item will not try to activate
Event called when Item is removed from Inventory Manager. Network: Authority
Access to HUD and Canvas. Set bRenderOverlays=true to receive event. Event called every frame when the item is in the InventoryManager
@param HUD H
Defaultproperties |
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defaultproperties { MaxDesireability=0.100000 PickupMessage="Snagged an item." DroppedPickupClass=Class'Engine.DroppedPickup' Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent' HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False Name="Sprite" ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent' End Object Components(0)=Sprite RemoteRole=ROLE_SimulatedProxy bHidden=True bOnlyRelevantToOwner=True bReplicateMovement=False bOnlyDirtyReplication=True NetPriority=1.400000 CollisionType=COLLIDE_CustomDefault Name="Default__Inventory" ObjectArchetype=Actor'Engine.Default__Actor' } |
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