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Engine.InventoryManager

Extends
Actor
Modifiers
native

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

Direct Known Subclasses:

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
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
boolbMustHoldWeapon
InventoryInventoryChain
WeaponLastAttemptedSwitchToWeapon
Array<INT>PendingFire
WeaponPendingWeapon
Inherited Variables from Engine.Actor
Acceleration, AllComponents, AngularVelocity, Attached, bAllowFluidSurfaceInteraction, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCallRigidBodyWakeEvents, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanStepUpOn, bCanTeleport, bCollideActors, bCollideAsEncroacher, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDebugEffectIsRelevant, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEditable, bEdShouldSnap, bExchangedRoles, bForceAllowKismetModification, bForceDemoRelevant, bForceNetUpdate, bForceOctreeSNFilter, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHiddenEdLevel, bHiddenEdTemporary, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bMoveIgnoresDestruction, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRigidBodyWasAwake, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStatic, bTearOff, bTempEditor, bTicked, bTickIsDisabled, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DetachFence, DrawScale3D, DrawScale, EditorIconColor, GeneratedEvents, Group, HiddenEditorViews, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, ReplicatedCollisionType, Role, Rotation, RotationRate, SupportedEvents, Tag, TickFrequency, TickFrequencyAtEndDistance, TickFrequencyDecreaseDistanceEnd, TickFrequencyDecreaseDistanceStart, TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency, TickGroup, Timers, TimeSinceLastTick, Touching, Velocity, WorldInfo
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Engine.Actor
ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
functionbool AddInventory (Inventory NewItem, optional bool bDoNotActivate))
functionbool CancelWeaponChange ()))
function ChangedWeapon ()))
function ClearAllPendingFire (Weapon InWeapon))
function ClearPendingFire (Weapon InWeapon, int InFiringMode))
function ClearPendingWeapon ()))
function ClientWeaponSet (Weapon NewWeapon, bool bOptionalSet, optional bool bDoNotActivate))
functionInventory CreateInventory (class<Inventory> NewInventoryItemClass, optional bool bDoNotActivate))
event Destroyed ()))
event DiscardInventory ()))
function DrawHud (HUD H)
eventInventory FindInventoryType (class<Inventory> DesiredClass, optional bool bAllowSubclass))
functionWeapon GetBestWeapon (optional bool bForceADifferentWeapon ))
functionINT GetPendingFireLength (Weapon InWeapon))
functionfloat GetWeaponRatingFor (Weapon W ))
functionbool HandlePickupQuery (class<Inventory> ItemClass, Actor Pickup))
function InternalSetCurrentWeapon (Weapon DesiredWeapon))
function InventoryActors (class<Inventory> BaseClass, out Inventory Inv)
functionbool IsPendingFire (Weapon InWeapon, INT InFiringMode))
function NextWeapon ()))
function OwnerDied ()))
event PostBeginPlay ()))
function PrevWeapon ()))
function RemoveFromInventory (Inventory ItemToRemove))
function ServerSetCurrentWeapon (Weapon DesiredWeapon))
function SetCurrentWeapon (Weapon DesiredWeapon))
function SetPendingFire (Weapon InWeapon, int InFiringMode))
function SetPendingWeapon (Weapon DesiredWeapon))
function SetupFor (Pawn P))
function SwitchToBestWeapon (optional bool bForceADifferentWeapon ))
function UpdateController ()))
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, AnimTreeUpdated, ApplyFluidSurfaceImpact, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, bool, BP2Vect, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CalculateMinSpeedTrajectory, CanActorPlayFaceFXAnim, CanSplash, ChartData, CheckForErrors, CheckHitInfo, ChildActors, ClampRotation, ClearAllTimers, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, CreateForceField, DebugFreezeGame, DebugMessagePlayer, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugFrustrum, DrawDebugLine, DrawDebugPoint, DrawDebugSphere, DrawDebugStar, DrawDebugString, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, fixedTurn, FlushDebugStrings, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetAggregateBaseVelocity, GetAimAdhesionExtent, GetAimFrictionExtent, GetALocalPlayerController, GetAvoidanceVector, GetBasedPosition, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetPackageGuid, GetPhysicsName, GetRemainingTimeForTimer, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsBlockedBy, IsInPain, IsInPersistentLevel, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, ModifyTimerTimeDilation, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnChangeCollision, OnDestroy, OnModifyHealth, OnRanOver, OnRigidBodySpringOverextension, OnSetBlockRigidBody, OnSetPhysics, OnSetVelocity, OnSleepRBPhysics, OnTeleport, OnToggleHidden, OnWakeRBPhysics, OutsideWorldBounds, OverlappingActors, OverRotated, PauseTimer, PawnBaseDied, PhysicsVolumeChange, PlayActorFaceFXAnim, PlayerCanSeeMe, PlayParticleEffect, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostDemoRewind, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PrestreamTextures, PreTeleport, RanInto, ReattachComponent, ReceivedNewEvent, ReplaceText, ReplicatedEvent, ReplicationEnded, Reset, ResetTimerTimeDilation, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, RootMotionProcessed, ScriptGetTeamNum, SetAnimPosition, SetBase, SetBasedPosition, SetCollision, SetCollisionSize, SetCollisionType, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTickIsDisabled, SetTimer, SetZone, ShouldBeHiddenBySHOW_NavigationNodes, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, SupportsKismetModification, TakeDamage, TakeRadiusDamage, Tick, Timer, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceAllPhysicsAssetInteractions, TraceComponent, TrailsNotify, TrailsNotifyEnd, TrailsNotifyTick, TriggerEventClass, TriggerGlobalEventClass, UnClock, UnTouch, UsedBy, Vect2BP, VisibleActors, VisibleCollidingActors, VolumeBasedDestroy, WillOverlap
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

bMustHoldWeapon Source code

var bool bMustHoldWeapon;
if true, don't allow player to put down weapon without switching to another one

InventoryChain Source code

var Inventory InventoryChain;
First inventory item in inventory linked list

LastAttemptedSwitchToWeapon Source code

var Weapon LastAttemptedSwitchToWeapon;

PendingFire Source code

var private Array<INT> PendingFire;
Holds the current "Fire" status for both firing modes

PendingWeapon Source code

var Weapon PendingWeapon;
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

AddInventory Source code

simulated function bool AddInventory ( Inventory NewItem, optional bool bDoNotActivate) )
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.

CancelWeaponChange Source code

simulated function bool CancelWeaponChange ( ) )
Prevents player from being without a weapon.

ChangedWeapon Source code

simulated function ChangedWeapon ( ) )
ChangedWeapon is called when the current weapon is finished being deactivated

ClearAllPendingFire Source code

simulated function ClearAllPendingFire ( Weapon InWeapon) )

ClearPendingFire Source code

simulated function ClearPendingFire ( Weapon InWeapon, int InFiringMode) )

ClearPendingWeapon Source code

simulated function ClearPendingWeapon ( ) )
Clear pending weapon, put it in a good state.

ClientWeaponSet Source code

simulated function ClientWeaponSet ( Weapon NewWeapon, bool bOptionalSet, optional bool bDoNotActivate) )
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) )
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.

Destroyed Source code

event Destroyed ( ) )
Event called when inventory manager is destroyed, called from Pawn.Destroyed()

DiscardInventory Source code

simulated event DiscardInventory ( ) )
Discard full inventory, generally because the owner died

DrawHud Source code

simulated function DrawHud ( HUD H )
Hook called from HUD actor. Gives access to HUD and Canvas
@param H HUD

FindInventoryType Source code

simulated event Inventory FindInventoryType ( class<Inventory> DesiredClass, optional bool bAllowSubclass) )
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.

GetBestWeapon Source code

simulated function Weapon GetBestWeapon ( optional bool bForceADifferentWeapon ) )
returns the best weapon for this Pawn in loadout

GetPendingFireLength Source code

simulated function INT GetPendingFireLength ( Weapon InWeapon) )

GetWeaponRatingFor Source code

simulated function float GetWeaponRatingFor ( Weapon W ) )
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)

HandlePickupQuery Source code

function bool HandlePickupQuery ( class<Inventory> ItemClass, Actor Pickup) )
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

InternalSetCurrentWeapon Source code

simulated private function InternalSetCurrentWeapon ( Weapon DesiredWeapon) )

InventoryActors Source code

native final iterator function InventoryActors ( class<Inventory> BaseClass, out Inventory Inv )
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.

IsPendingFire Source code

simulated function bool IsPendingFire ( Weapon InWeapon, INT InFiringMode) )

NextWeapon Source code

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

OwnerDied Source code

function OwnerDied ( ) )
called when our owner is killed

PostBeginPlay Source code

event PostBeginPlay ( ) )

PrevWeapon Source code

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

RemoveFromInventory Source code

simulated function RemoveFromInventory ( Inventory ItemToRemove) )
Attempts to remove an item from the inventory list if it exists.
@param Item Item to remove from inventory

ServerSetCurrentWeapon Source code

reliable server function ServerSetCurrentWeapon ( Weapon DesiredWeapon) )
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

SetCurrentWeapon Source code

reliable client function SetCurrentWeapon ( Weapon DesiredWeapon) )
Set DesiredWeapon as Current (Active) Weapon. Network: LocalPlayer
@param DesiredWeapon, Desired weapon to assign to player

SetPendingFire Source code

simulated function SetPendingFire ( Weapon InWeapon, int InFiringMode) )

SetPendingWeapon Source code

simulated function SetPendingWeapon ( Weapon DesiredWeapon) )
Set the pending weapon for switching. This shouldn't be called outside of SetCurrentWeapon()

SetupFor Source code

function SetupFor ( Pawn P) )
Setup Inventory for Pawn P. Override this to change inventory assignment (from a pawn to another) Network: Server only

SwitchToBestWeapon Source code

simulated function SwitchToBestWeapon ( optional bool bForceADifferentWeapon ) )
Switch to best weapon available in loadout Network: LocalPlayer

UpdateController Source code

simulated function UpdateController ( ) )


Defaultproperties

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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Creation time: ti 22-3-2011 19:56:51.362 - Created with UnCodeX