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Core.Object | +-- Engine.Actor | +-- Engine.Inventory
Pickup, Weapon
Constants Summary |
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Inherited Contants from Core.Object |
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MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient |
Variables Summary | |
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bool | bActive |
bool | bHeldItem |
bool | bSleepTouch |
bool | bSteadyFlash3rd |
byte | FlashCount |
InventorySpot | MyMarker |
byte | OldFlashCount |
name | PlayerLastTouched |
Display | |
bool | bAmbientGlow |
Inventory | |
int | AbsorptionPriority |
sound | ActivateSound |
int | ArmorAbsorption |
byte | AutoSwitchPriority |
bool | bActivatable |
bool | bDisplayableInv |
bool | bInstantRespawn |
bool | bIsAnArmor |
float | BobDamping |
bool | bRotatingPickup |
int | Charge |
sound | DeActivateSound |
texture | Icon |
byte | InventoryGroup |
string | ItemArticle |
string | ItemName |
float | MaxDesireability |
String | M_Activated |
String | M_Deactivated |
String | M_Selected |
inventory | NextArmor |
string | PickupMessage |
sound | PickupSound |
mesh | PickupViewMesh |
float | PickupViewScale |
mesh | PlayerViewMesh |
vector | PlayerViewOffset |
float | PlayerViewScale |
name | ProtectionType1 |
name | ProtectionType2 |
sound | RespawnSound |
float | RespawnTime |
texture | StatusIcon |
mesh | ThirdPersonMesh |
float | ThirdPersonScale |
MuzzleFlash | |
bool | bMuzzleFlashParticles |
mesh | MuzzleFlashMesh |
float | MuzzleFlashScale |
ERenderStyle | MuzzleFlashStyle |
texture | MuzzleFlashTexture |
Inherited Variables from Core.Object |
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Class, Name, ObjectFlags, ObjectInternal[6], Outer |
Enumerations Summary |
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Inherited Enumerations from Engine.Actor |
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EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
Inherited Enumerations from Core.Object |
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ESheerAxis |
Structures Summary |
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Inherited Structures from Engine.Actor |
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PointRegion |
Inherited Structures from Core.Object |
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BoundingBox, BoundingVolume, Color, Coords, Guid, Plane, Rotator, Scale, Vector |
Functions Summary | ||
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Activate () | ||
Activate () Activated | ||
ActivateTranslator (bool bHint) | ||
AltFire (float Value) | ||
int | ArmorAbsorbDamage (int Damage, name DamageType, vector HitLocation) | |
ArmorImpactEffect (vector HitLocation) | ||
int | ArmorPriority (name DamageType) | |
BecomeItem () | ||
BecomePickup () | ||
BeginState () Activated | ||
BeginState () Pickup | ||
BeginState () Sleeping | ||
float | BotDesireability (pawn Bot) | |
vector | CalcDrawOffset () | |
ChangedWeapon () | ||
CheckTouching () Pickup | ||
Destroyed () | ||
DrawStatusIconAt (canvas Canvas, int X, int Y, optional float Scale) | ||
DropFrom (vector StartLocation) | ||
EndState () Activated | ||
EndState () Pickup | ||
EndState () Sleeping | ||
Fire (float Value) | ||
String | GetHumanName () | |
GiveTo (pawn Other) | ||
bool | HandlePickupQuery (inventory Item) | |
float | InventoryCapsFloat (name Property, pawn Other, actor Test) | |
string | InventoryCapsString (name Property, pawn Other, actor Test) | |
Landed (Vector HitNormal) Pickup | ||
OwnerJumped () | ||
PostBeginPlay () | ||
inventory | PrioritizeArmor (int Damage, name DamageType, vector HitLocation) | |
Weapon | RecommendWeapon (out float rating, out int bUseAltMode) | |
int | ReduceDamage (int Damage, name DamageType, vector HitLocation) | |
RenderOverlays (canvas Canvas) | ||
Inventory | SelectNext () | |
SetOwnerDisplay () | ||
SetRespawn () | ||
inventory | SpawnCopy (pawn Other) | |
Timer () Pickup | ||
Touch (actor Other) Pickup | ||
TravelPreAccept () | ||
Use (pawn User) | ||
bool | ValidTouch (actor Other) Pickup | |
Weapon | WeaponChange (byte F) | |
ZoneChange (ZoneInfo NewZone) Pickup |
Inherited Functions from Core.Object |
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!, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, Abs, Asc, Atan, BeginState, Caps, Chr, Clamp, ClassIsChildOf, Cos, Cross, Disable, Dot, DynamicLoadObject, Enable, EndState, Exp, FClamp, FMax, FMin, FRand, GetAxes, GetEnum, GetPropertyText, GetStateName, GetUnAxes, GotoState, InStr, Invert, IsA, IsInState, Left, Len, Lerp, Localize, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, Rand, RandRange, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, Sin, Smerp, Sqrt, Square, StaticSaveConfig, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~= |
States Summary |
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Activated Source code |
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state Activated |
Activate, BeginState, EndState |
Idle2 Source code |
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state Idle2 |
Pickup Source code |
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auto state Pickup |
BeginState, CheckTouching, EndState, Landed, Timer, Touch, ValidTouch, ZoneChange |
Sleeping Source code |
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state Sleeping |
BeginState, EndState |
Variables Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { bAmbientGlow=True bRotatingPickup=True PickupMessage="Snagged an item" ItemArticle="a" PlayerViewScale=1.000000 BobDamping=0.960000 PickupViewScale=1.000000 ThirdPersonScale=1.000000 MaxDesireability=0.005000 M_Activated=" activated" M_Selected=" selected" M_Deactivated=" deactivated" bIsItemGoal=True bTravel=True RemoteRole=ROLE_SimulatedProxy DrawType=DT_Mesh Texture=Texture'Engine.S_Inventory' AmbientGlow=255 CollisionRadius=30.000000 CollisionHeight=30.000000 bCollideActors=True bFixedRotationDir=True RotationRate=(Yaw=5000) DesiredRotation=(Yaw=30000) NetPriority=2.000000 } |
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