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Engine.Inventory

Extends
Actor
Modifiers
abstract native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory

Direct Known Subclasses:

Pickup, Weapon

Constants Summary
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient

Variables Summary
boolbActive
boolbHeldItem
boolbSleepTouch
boolbSteadyFlash3rd
byteFlashCount
InventorySpotMyMarker
byteOldFlashCount
namePlayerLastTouched
Display
boolbAmbientGlow
Inventory
intAbsorptionPriority
soundActivateSound
intArmorAbsorption
byteAutoSwitchPriority
boolbActivatable
boolbDisplayableInv
boolbInstantRespawn
boolbIsAnArmor
floatBobDamping
boolbRotatingPickup
intCharge
soundDeActivateSound
textureIcon
byteInventoryGroup
stringItemArticle
stringItemName
floatMaxDesireability
StringM_Activated
StringM_Deactivated
StringM_Selected
inventoryNextArmor
stringPickupMessage
soundPickupSound
meshPickupViewMesh
floatPickupViewScale
meshPlayerViewMesh
vectorPlayerViewOffset
floatPlayerViewScale
nameProtectionType1
nameProtectionType2
soundRespawnSound
floatRespawnTime
textureStatusIcon
meshThirdPersonMesh
floatThirdPersonScale
MuzzleFlash
boolbMuzzleFlashParticles
meshMuzzleFlashMesh
floatMuzzleFlashScale
ERenderStyleMuzzleFlashStyle
textureMuzzleFlashTexture
Inherited Variables from Engine.Actor
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bProjTarget, bRandomFrame, bReplicateInstigator, bRotateToDesired, Brush, bSelected, bShadowCast, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, Mass, Mesh, MiscNumber, MultiSkins[8], NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType
Inherited Enumerations from Core.Object
ESheerAxis

Structures Summary
Inherited Structures from Engine.Actor
PointRegion
Inherited Structures from Core.Object
BoundingBox, BoundingVolume, Color, Coords, Guid, Plane, Rotator, Scale, Vector

Functions Summary
function Activate ()
function Activate ()
Activated
function ActivateTranslator (bool bHint)
function AltFire (float Value)
functionint ArmorAbsorbDamage (int Damage, name DamageType, vector HitLocation)
function ArmorImpactEffect (vector HitLocation)
functionint ArmorPriority (name DamageType)
function BecomeItem ()
function BecomePickup ()
function BeginState ()
Activated
function BeginState ()
Pickup
function BeginState ()
Sleeping
eventfloat BotDesireability (pawn Bot)
functionvector CalcDrawOffset ()
function ChangedWeapon ()
function CheckTouching ()
Pickup
function Destroyed ()
function DrawStatusIconAt (canvas Canvas, int X, int Y, optional float Scale)
function DropFrom (vector StartLocation)
function EndState ()
Activated
function EndState ()
Pickup
function EndState ()
Sleeping
function Fire (float Value)
functionString GetHumanName ()
function GiveTo (pawn Other)
functionbool HandlePickupQuery (inventory Item)
functionfloat InventoryCapsFloat (name Property, pawn Other, actor Test)
functionstring InventoryCapsString (name Property, pawn Other, actor Test)
function Landed (Vector HitNormal)
Pickup
function OwnerJumped ()
function PostBeginPlay ()
functioninventory PrioritizeArmor (int Damage, name DamageType, vector HitLocation)
functionWeapon RecommendWeapon (out float rating, out int bUseAltMode)
functionint ReduceDamage (int Damage, name DamageType, vector HitLocation)
event RenderOverlays (canvas Canvas)
functionInventory SelectNext ()
function SetOwnerDisplay ()
function SetRespawn ()
functioninventory SpawnCopy (pawn Other)
function Timer ()
Pickup
function Touch (actor Other)
Pickup
event TravelPreAccept ()
function Use (pawn User)
functionbool ValidTouch (actor Other)
Pickup
functionWeapon WeaponChange (byte F)
function ZoneChange (ZoneInfo NewZone)
Pickup
Inherited Functions from Engine.Actor
AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, ChildActors, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetURLMap, HasAnim, HitWall, HurtRadius, InterpolateEnd, IsAnimating, KillCredit, KilledBy, Landed, LoopAnim, LostChild, MakeNoise, Move, MoveSmooth, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, SetBase, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, WriteDeathMessage, ZoneChange
Inherited Functions from Core.Object
!, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, 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
Activated Source code
state Activated
Activate, BeginState, EndState
Idle2 Source code
state Idle2
Pickup Source code
auto state Pickup
BeginState, CheckTouching, EndState, Landed, Timer, Touch, ValidTouch, ZoneChange
Sleeping Source code
state Sleeping
BeginState, EndState


Variables Detail

bActive Source code

var travel bool bActive;

bHeldItem Source code

var bool bHeldItem;

bSleepTouch Source code

var bool bSleepTouch;

bSteadyFlash3rd Source code

var bool bSteadyFlash3rd;

FlashCount Source code

var byte FlashCount;

MyMarker Source code

var InventorySpot MyMarker;

OldFlashCount Source code

var byte OldFlashCount;

PlayerLastTouched Source code

var name PlayerLastTouched;

Display

bAmbientGlow Source code

var(Display) bool bAmbientGlow;

Inventory

AbsorptionPriority Source code

var(Inventory) int AbsorptionPriority;

ActivateSound Source code

var(Inventory) sound ActivateSound;

ArmorAbsorption Source code

var(Inventory) int ArmorAbsorption;

AutoSwitchPriority Source code

var(Inventory) travel byte AutoSwitchPriority;

bActivatable Source code

var(Inventory) bool bActivatable;

bDisplayableInv Source code

var(Inventory) bool bDisplayableInv;

bInstantRespawn Source code

var(Inventory) bool bInstantRespawn;

bIsAnArmor Source code

var(Inventory) bool bIsAnArmor;

BobDamping Source code

var(Inventory) float BobDamping;

bRotatingPickup Source code

var(Inventory) bool bRotatingPickup;

Charge Source code

var(Inventory) travel int Charge;

DeActivateSound Source code

var(Inventory) sound DeActivateSound;

Icon Source code

var(Inventory) texture Icon;

InventoryGroup Source code

var(Inventory) byte InventoryGroup;

ItemArticle Source code

var(Inventory) localized string ItemArticle;

ItemName Source code

var(Inventory) localized string ItemName;

MaxDesireability Source code

var(Inventory) float MaxDesireability;

M_Activated Source code

var(Inventory) localized String M_Activated;

M_Deactivated Source code

var(Inventory) localized String M_Deactivated;

M_Selected Source code

var(Inventory) localized String M_Selected;

NextArmor Source code

var(Inventory) inventory NextArmor;

PickupMessage Source code

var(Inventory) localized string PickupMessage;

PickupSound Source code

var(Inventory) sound PickupSound;

PickupViewMesh Source code

var(Inventory) mesh PickupViewMesh;

PickupViewScale Source code

var(Inventory) float PickupViewScale;

PlayerViewMesh Source code

var(Inventory) mesh PlayerViewMesh;

PlayerViewOffset Source code

var(Inventory) vector PlayerViewOffset;

PlayerViewScale Source code

var(Inventory) float PlayerViewScale;

ProtectionType1 Source code

var(Inventory) name ProtectionType1;

ProtectionType2 Source code

var(Inventory) name ProtectionType2;

RespawnSound Source code

var(Inventory) sound RespawnSound;

RespawnTime Source code

var(Inventory) float RespawnTime;

StatusIcon Source code

var(Inventory) texture StatusIcon;

ThirdPersonMesh Source code

var(Inventory) mesh ThirdPersonMesh;

ThirdPersonScale Source code

var(Inventory) float ThirdPersonScale;

MuzzleFlash

bMuzzleFlashParticles Source code

var(MuzzleFlash) bool bMuzzleFlashParticles;

MuzzleFlashMesh Source code

var(MuzzleFlash) mesh MuzzleFlashMesh;

MuzzleFlashScale Source code

var(MuzzleFlash) float MuzzleFlashScale;

MuzzleFlashStyle Source code

var(MuzzleFlash) ERenderStyle MuzzleFlashStyle;

MuzzleFlashTexture Source code

var(MuzzleFlash) texture MuzzleFlashTexture;


Functions Detail

Activate Source code

function Activate ( )

Activate Activated Source code

function Activate ( )

ActivateTranslator Source code

function ActivateTranslator ( bool bHint )

AltFire Source code

function AltFire ( float Value )

ArmorAbsorbDamage Source code

function int ArmorAbsorbDamage ( int Damage, name DamageType, vector HitLocation )

ArmorImpactEffect Source code

function ArmorImpactEffect ( vector HitLocation )

ArmorPriority Source code

function int ArmorPriority ( name DamageType )

BecomeItem Source code

function BecomeItem ( )

BecomePickup Source code

function BecomePickup ( )

BeginState Activated Source code

function BeginState ( )

BeginState Pickup Source code

function BeginState ( )

BeginState Sleeping Source code

function BeginState ( )

BotDesireability Source code

event float BotDesireability ( pawn Bot )

CalcDrawOffset Source code

simulated final function vector CalcDrawOffset ( )

ChangedWeapon Source code

function ChangedWeapon ( )

CheckTouching Pickup Source code

function CheckTouching ( )

Destroyed Source code

function Destroyed ( )

DrawStatusIconAt Source code

simulated function DrawStatusIconAt ( canvas Canvas, int X, int Y, optional float Scale )

DropFrom Source code

function DropFrom ( vector StartLocation )

EndState Activated Source code

function EndState ( )

EndState Pickup Source code

function EndState ( )

EndState Sleeping Source code

function EndState ( )

Fire Source code

function Fire ( float Value )

GetHumanName Source code

function String GetHumanName ( )

GiveTo Source code

function GiveTo ( pawn Other )

HandlePickupQuery Source code

function bool HandlePickupQuery ( inventory Item )

InventoryCapsFloat Source code

function float InventoryCapsFloat ( name Property, pawn Other, actor Test )

InventoryCapsString Source code

function string InventoryCapsString ( name Property, pawn Other, actor Test )

Landed Pickup Source code

function Landed ( Vector HitNormal )

OwnerJumped Source code

function OwnerJumped ( )

PostBeginPlay Source code

function PostBeginPlay ( )

PrioritizeArmor Source code

function inventory PrioritizeArmor ( int Damage, name DamageType, vector HitLocation )

RecommendWeapon Source code

function Weapon RecommendWeapon ( out float rating, out int bUseAltMode )

ReduceDamage Source code

function int ReduceDamage ( int Damage, name DamageType, vector HitLocation )

RenderOverlays Source code

simulated event RenderOverlays ( canvas Canvas )

SelectNext Source code

function Inventory SelectNext ( )

SetOwnerDisplay Source code

function SetOwnerDisplay ( )

SetRespawn Source code

function SetRespawn ( )

SpawnCopy Source code

function inventory SpawnCopy ( pawn Other )

Timer Pickup Source code

function Timer ( )

Touch Pickup Source code

function Touch ( actor Other )

TravelPreAccept Source code

event TravelPreAccept ( )

Use Source code

function Use ( pawn User )

ValidTouch Pickup Source code

function bool ValidTouch ( actor Other )

WeaponChange Source code

function Weapon WeaponChange ( byte F )

ZoneChange Pickup Source code

singular function ZoneChange ( ZoneInfo NewZone )


Defaultproperties

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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Creation time: za 22-4-2006 13:29:18.250 - Created with UnCodeX