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Core.Object | +-- Engine.Actor | +-- Engine.InventoryManager
UTInventoryManager
Constants Summary |
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Inherited Contants from Core.Object |
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AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad |
Variables Summary | |
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bool | bMustHoldWeapon |
Inventory | InventoryChain |
Weapon | LastAttemptedSwitchToWeapon |
Array<INT> | PendingFire |
Weapon | PendingWeapon |
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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AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary |
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Inherited Structures from Engine.Actor |
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ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
Functions Summary | ||
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![]() | bool | AddInventory (Inventory NewItem, optional bool bDoNotActivate)) |
![]() | bool | CancelWeaponChange ())) |
![]() | ChangedWeapon ())) | |
![]() | ClearAllPendingFire (Weapon InWeapon)) | |
![]() | ClearPendingFire (Weapon InWeapon, int InFiringMode)) | |
![]() | ClearPendingWeapon ())) | |
![]() | ClientWeaponSet (Weapon NewWeapon, bool bOptionalSet, optional bool bDoNotActivate)) | |
![]() | Inventory | CreateInventory (class<Inventory> NewInventoryItemClass, optional bool bDoNotActivate)) |
![]() | Destroyed ())) | |
![]() | DiscardInventory ())) | |
![]() | DrawHud (HUD H) | |
![]() | Inventory | FindInventoryType (class<Inventory> DesiredClass, optional bool bAllowSubclass)) |
![]() | Weapon | GetBestWeapon (optional bool bForceADifferentWeapon )) |
![]() | INT | GetPendingFireLength (Weapon InWeapon)) |
![]() | float | GetWeaponRatingFor (Weapon W )) |
![]() | bool | HandlePickupQuery (class<Inventory> ItemClass, Actor Pickup)) |
![]() | InternalSetCurrentWeapon (Weapon DesiredWeapon)) | |
![]() | InventoryActors (class<Inventory> BaseClass, out Inventory Inv) | |
![]() | bool | IsPendingFire (Weapon InWeapon, INT InFiringMode)) |
![]() | NextWeapon ())) | |
![]() | OwnerDied ())) | |
![]() | PostBeginPlay ())) | |
![]() | PrevWeapon ())) | |
![]() | RemoveFromInventory (Inventory ItemToRemove)) | |
![]() | ServerSetCurrentWeapon (Weapon DesiredWeapon)) | |
![]() | SetCurrentWeapon (Weapon DesiredWeapon)) | |
![]() | SetPendingFire (Weapon InWeapon, int InFiringMode)) | |
![]() | SetPendingWeapon (Weapon DesiredWeapon)) | |
![]() | SetupFor (Pawn P)) | |
![]() | SwitchToBestWeapon (optional bool bForceADifferentWeapon )) | |
![]() | UpdateController ())) |
Variables Detail |
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if true, don't allow player to put down weapon without switching to another one
First inventory item in inventory linked list
Holds the current "Fire" status for both firing modes
Player will switch to PendingWeapon, once the current weapon has been put down. @fixme laurent -- PendingWeapon should be made protected, because too many bugs result by setting this variable directly. It's only safe to read it, but to change it, SetCurrentWeapon() should be used.
Functions Detail |
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Adds an existing inventory item to the list. Returns true to indicate it was added, false if it was already in the list.
@param NewItem Item to add to inventory manager.
@return true if item was added, false otherwise.
Prevents player from being without a weapon.
ChangedWeapon is called when the current weapon is finished being deactivated
Clear pending weapon, put it in a good state.
Weapon just given to a player, check if player should switch to this weapon Network: LocalPlayer Called from Weapon.ClientWeaponSet()
Spawns a new Inventory actor of NewInventoryItemClass type, and adds it to the Inventory Manager.
@param NewInventoryItemClass Class of inventory item to spawn and add.
@return Inventory actor, None if couldn't be spawned.
Event called when inventory manager is destroyed, called from Pawn.Destroyed()
Discard full inventory, generally because the owner died
Hook called from HUD actor. Gives access to HUD and Canvas
@param H HUD
returns the inventory item of the requested class if it exists in this inventory manager.
@param DesiredClass class of inventory item we're trying to find.
@param bAllowSubclass whether subclasses of the desired class are acceptable
@return Inventory actor if found, None otherwise.
returns the best weapon for this Pawn in loadout
Returns a weight reflecting the desire to use the given weapon, used for AI and player best weapon selection.
@param Weapon W
@return Weapon rating (range -1.f to 1.f)
Handle Pickup. Can Pawn pickup this item?
@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 whether or not the Pickup actor should give its item to Other
returns all Inventory Actors of class BaseClass
@param BaseClass Inventory actors returned are of, or childs of, this base class.
@output Inv Inventory actors returned.
@note this iterator bails if it encounters more than 100 items, since temporary loops in linked list may sometimes be created on network clients while link pointers are being replicated. For performance reasons you shouldn't have that many inventory items anyway.
Switches to Next weapon Network: Client
called when our owner is killed
Switches to Previous weapon Network: Client
Attempts to remove an item from the inventory list if it exists.
@param Item Item to remove from inventory
ServerSetCurrentWeapon begins the Putdown sequence on the server. This function makes the assumption that if TryPutDown succeeded on the client, it will succeed on the server. This function shouldn't be called from anywhere except SetCurrentWeapon Network: Dedicated Server
Set DesiredWeapon as Current (Active) Weapon. Network: LocalPlayer
@param DesiredWeapon, Desired weapon to assign to player
Set the pending weapon for switching. This shouldn't be called outside of SetCurrentWeapon()
Setup Inventory for Pawn P. Override this to change inventory assignment (from a pawn to another) Network: Server only
Switch to best weapon available in loadout Network: LocalPlayer
Defaultproperties |
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defaultproperties { TickGroup=TG_DuringAsyncWork bReplicateInstigator=TRUE RemoteRole=ROLE_SimulatedProxy bOnlyDirtyReplication=TRUE bOnlyRelevantToOwner=TRUE NetPriority=1.4 bHidden=TRUE Physics=PHYS_None bReplicateMovement=FALSE bStatic=FALSE bNoDelete=FALSE } |
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