Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGame.UTInventoryManager

Extends
InventoryManager
Modifiers
native config ( Game )

UTInventoryManager UT inventory definition Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.InventoryManager
      |   
      +-- UTGame.UTInventoryManager

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
array<AmmoStore>AmmoStorage
boolbInfiniteAmmo
floatLastAdjustWeaponTime
UTWeaponPendingSwitchWeapon
WeaponPreviousWeapon
Inherited Variables from Engine.InventoryManager
bMustHoldWeapon, InventoryChain, LastAttemptedSwitchToWeapon, PendingFire, PendingWeapon
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
AmmoStore
Amount, WeaponClass
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
function AddAmmoToWeapon (int AmountToAdd, class<UTWeapon> WeaponClassToAddTo))
functionbool AddInventory (Inventory NewItem, optional bool bDoNotActivate ))
function AdjustWeapon (int NewOffset))
function AllAmmo (optional bool bAmmoForSuperWeapons))
function ChangedWeapon ()))
function CheckSwitchTo (UTWeapon NewWeapon))
function ClientSetCurrentWeapon (Weapon DesiredWeapon))
function ClientWeaponSet (Weapon NewWeapon, bool bOptionalSet))
functionInventory CreateInventory (class<Inventory> NewInventoryItemClass, optional bool bDoNotActivate))
function DemoSetCurrentWeapon (Weapon DesiredWeapon))
function DiscardInventory ()))
functionbool DisruptInventory ()))
function DrawHud (HUD H))
function ForceDeployableSwitch ()))
function GetWeaponList (out array<UTWeapon> WeaponList, optional bool bFilter, optional int GroupFilter, optional bool bNoEmpty))
functionInventory HasInventoryOfClass (class<Inventory> InvClass))
functionbool NeedsAmmo (class<UTWeapon> TestWeapon))
function NextWeapon ()))
function PrevWeapon ()))
function ProcessRetrySwitch ()))
function RemoveFromInventory (Inventory ItemToRemove))
function RetrySwitchTo (UTWeapon NewWeapon))
function ServerSetCurrentWeapon (Weapon DesiredWeapon))
function SetCurrentWeapon (Weapon DesiredWeapon ))
function SetPendingWeapon (Weapon DesiredWeapon ))
function SwitchToBestWeapon (optional bool bForceADifferentWeapon ))
function SwitchToPreviousWeapon ()))
function SwitchWeapon (byte NewGroup))
Inherited Functions from Engine.InventoryManager
AddInventory, CancelWeaponChange, ChangedWeapon, ClientSyncWeapon, ClientWeaponSet, CreateInventory, Destroyed, DiscardInventory, DrawHud, DumpWeaponStats, FindInventoryType, GetBestWeapon, GetWeaponRatingFor, HandlePickupQuery, InventoryActors, IsActiveWeapon, ModifyDamage, NextWeapon, OwnerEvent, PostBeginPlay, PrevWeapon, RemoveFromInventory, ServerSetCurrentWeapon, SetCurrentWeapon, SetPendingWeapon, SetupFor, StartFire, StopFire, SwitchToBestWeapon
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors


Variables Detail

AmmoStorage Source code

var array<AmmoStore> AmmoStorage;
Stores the currently stored up ammo

bInfiniteAmmo Source code

var bool bInfiniteAmmo;
if true, all weapons use no ammo

LastAdjustWeaponTime Source code

var float LastAdjustWeaponTime;
last time AdjustWeapon() was called

PendingSwitchWeapon Source code

var UTWeapon PendingSwitchWeapon;
weapon server is retrying switch to because the current weapon temporarily denied it (due to currently firing, etc)

PreviousWeapon Source code

var Weapon PreviousWeapon;
Holds the last weapon used


Structures Detail

AmmoStore Source code

struct AmmoStore
{
var int Amount;
var class<UTWeapon> WeaponClass;
};
This struct defines ammo that is stored in inventory, but for which the pawn doesn't yet have a weapon for.


Functions Detail

AddAmmoToWeapon Source code

function AddAmmoToWeapon ( int AmountToAdd, class<UTWeapon> WeaponClassToAddTo) )
Called by the UTAmmoPickup classes, this function attempts to add ammo to a weapon. If that weapon exists, it adds it otherwise it tracks the ammo in an array for later.

AddInventory Source code

simulated function bool AddInventory ( Inventory NewItem, optional bool bDoNotActivate ) )
Handle AutoSwitching to a weapon

AdjustWeapon Source code

simulated function AdjustWeapon ( int NewOffset) )

AllAmmo Source code

function AllAmmo ( optional bool bAmmoForSuperWeapons) )
AllAmmo() All weapons currently in inventory have ammo increased to max allowed value. Super weapons will only have their ammo amount changed if bAmmoForSuperWeapons is true.

ChangedWeapon Source code

simulated function ChangedWeapon ( ) )
Store the last used weapon for later

CheckSwitchTo Source code

simulated function CheckSwitchTo ( UTWeapon NewWeapon) )
checks if we should autoswitch to this weapon (server)

ClientSetCurrentWeapon Source code

reliable client function ClientSetCurrentWeapon ( Weapon DesiredWeapon) )
Accessor for the server to begin a weapon switch on the client.
@param DesiredWeapon The Weapon to switch to

ClientWeaponSet Source code

simulated function ClientWeaponSet ( Weapon NewWeapon, bool bOptionalSet) )
Weapon just given to a player, check if player should switch to this weapon Network: LocalPlayer Called from Weapon.ClientWeaponSet()

CreateInventory Source code

simulated function Inventory CreateInventory ( class<Inventory> NewInventoryItemClass, optional bool bDoNotActivate) )

DemoSetCurrentWeapon Source code

reliable demorecording function DemoSetCurrentWeapon ( Weapon DesiredWeapon) )
Routes weapon switch events to demos

DiscardInventory Source code

simulated function DiscardInventory ( ) )

DisruptInventory Source code

function bool DisruptInventory ( ) )

DrawHud Source code

simulated function DrawHud ( HUD H) )

ForceDeployableSwitch Source code

function ForceDeployableSwitch ( ) )
force switch to deployable after getting out of vehicle. (In case didn't switch for some reason before getting in vehicle)

GetWeaponList Source code

simulated function GetWeaponList ( out array<UTWeapon> WeaponList, optional bool bFilter, optional int GroupFilter, optional bool bNoEmpty) )
This function returns a sorted list of weapons, sorted by their InventoryWeight. @Returns the index of the current Weapon

HasInventoryOfClass Source code

function Inventory HasInventoryOfClass ( class<Inventory> InvClass) )
Scans the inventory looking for any of type InvClass. If it finds it it returns it, other it returns none.

NeedsAmmo Source code

function bool NeedsAmmo ( class<UTWeapon> TestWeapon) )

NextWeapon Source code

simulated function NextWeapon ( ) )
Switches to Next weapon Network: Client

PrevWeapon Source code

simulated function PrevWeapon ( ) )
Switches to Previous weapon Network: Client

ProcessRetrySwitch Source code

simulated function ProcessRetrySwitch ( ) )
timer function set by RetrySwitchTo() to actually retry the switch

RemoveFromInventory Source code

simulated function RemoveFromInventory ( Inventory ItemToRemove) )

RetrySwitchTo Source code

simulated function RetrySwitchTo ( UTWeapon NewWeapon) )
called to retry switching to the passed in weapon a little later

ServerSetCurrentWeapon Source code

reliable server function ServerSetCurrentWeapon ( Weapon DesiredWeapon) )
When a client-switch begins on a remote-client, the server needs to be told to start the process as well. SetCurrentWeapon() makes that call. NETWORK - This function should *ONLY* be called from a remote client's SetCurrentWeapon() function.
@param DesiredWeapon The Weapon to switch to

SetCurrentWeapon Source code

reliable client function SetCurrentWeapon ( Weapon DesiredWeapon ) )
SetCurrentWeapon starts a weapon change. It calls SetPendingWeapon and then if it's called on a remote client, tells the server to begin the process.
@param DesiredWeapon The Weapon to switch to

SetPendingWeapon Source code

simulated function SetPendingWeapon ( Weapon DesiredWeapon ) )
This is the work-horse of the weapon switch. It will set a new pending weapon and tell the weapon to begin the switch. If the call to Weapon.TryPutdown() returns false, it means that the weapon can't switch at the moment and has deferred it until later
@param DesiredWeapon The Weapon to switch to

SwitchToBestWeapon Source code

simulated function SwitchToBestWeapon ( optional bool bForceADifferentWeapon ) )
Cut and pasted here except call ClientWeaponSet on the weapon instead of forcing it. This causes all of the "should I put down" logic to occur

SwitchToPreviousWeapon Source code

simulated function SwitchToPreviousWeapon ( ) )

SwitchWeapon Source code

simulated function SwitchWeapon ( byte NewGroup) )
Handling switching to a weapon group


Defaultproperties

defaultproperties
{
   bMustHoldWeapon=True
   PendingFire(0)=0
   PendingFire(1)=0
   Name="Default__UTInventoryManager"
   ObjectArchetype=InventoryManager'Engine.Default__InventoryManager'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:53.008 - Created with UnCodeX