## Engine
Class InventoryAttachment

source: C:\XIII\Engine\Classes\InventoryAttachment.uc

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

Direct Known Subclasses:WeaponAttachment, ArmorAttachment, BeretAttachment, BerettaSilencer, FirstPersonMuzzleFlash, HeldBody, HookHarnessAttach, HookMecanismAttach, MuzzleFlashAttachment, XIIIHelmAttachment, DuckAttachment, HarnaisBombAttachment, HarnaisCTFAttachment

class InventoryAttachment
extends Engine.Actor

Variables
`string` | `StaticMeshName` to dynamicload it.

Function Summary
`simulated` | `InitFor(Inventory I)`
    //_____________________________________________________________________________
`void` | `StaticParseDynamicLoading(LevelInfo MyLI)`
    //_____________________________________________________________________________
    // this function is called when the class if given to enemy as initial inventory (but need to dynamiload everything)

Source Code

    00001	class InventoryAttachment extends Actor
    00002		native
    00003		nativereplication;
    00004
    00005	var string StaticMeshName;            // to dynamicload it.
    00006
    00007	//_____________________________________________________________________________
    00008	// this function is called when the class if given to enemy as initial inventory (but need to dynamiload everything)
    00009	Static function StaticParseDynamicLoading(LevelInfo MyLI)
    00010	{
    00011	    Log("InventoryAttach StaticParseDynamicLoading class="$default.class);
    00012	    if ( default.StaticMeshName != "" )
    00013	      MyLI.ForcedStaticMeshes[MyLI.ForcedStaticMeshes.Length] =
    00014	        StaticMesh(DynamicLoadObject(default.StaticMeshName, class'StaticMesh'));
    00015	}
    00016
    00017	//_____________________________________________________________________________
    00018	simulated event PostBeginPlay()
    00019	{
    00020	    Super.PostBeginPlay();
    00021	    if ( (StaticMesh == none) && (StaticMeshName != "") )
    00022	    {
    00023	      StaticMesh = StaticMesh(dynamicloadobject(StaticMeshName, class'StaticMesh')); // ParseDynLoad made
    00024	      default.StaticMesh = StaticMesh;
    00025	    }
    00026	    SetDrawType(DT_StaticMesh);
    00027	}
    00028
    00029	//_____________________________________________________________________________
    00030	simulated event PostNetBeginPlay()
    00031	{
    00032	    Super.PostNetBeginPlay();
    00033	    if ( (StaticMesh == none) && (StaticMeshName != "") )
    00034	    {
    00035	      StaticMesh = StaticMesh(dynamicloadobject(StaticMeshName, class'StaticMesh'));
    00036	      default.StaticMesh = StaticMesh;
    00037	    }
    00038	    SetDrawType(DT_StaticMesh);
    00039	}
    00040
    00041	//_____________________________________________________________________________
    00042	simulated function InitFor(Inventory I)
    00043	{
    00044	//	SetDrawScale(I.ThirdPersonScale);
    00045		Instigator = I.Instigator;
    00046	}
    00047
    00048	defaultproperties
    00049	{
    00050	     bHidden=True
    00051	     bAcceptsProjectors=True
    00052	     bInteractive=False
    00053	     bReplicateInstigator=True
    00054	     bIgnoreVignetteAlpha=True
    00055	     bIgnoreDynLight=False
    00056	     RemoteRole=ROLE_SimulatedProxy
    00057	     DrawType=DT_Mesh
    00058	}

End Source Code