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Function Summary |
bool |
AddAmmo(int AmmoToAdd)
//_____________________________________________________________________________
// If we can, add ammo and return true.
// If we are at max ammo, return false
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simulated |
DisplayDebug(Canvas Canvas, out float, out float)
//_____________________________________________________________________________
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void |
DropFrom(vector StartLocation)
//_____________________________________________________________________________
// Toss this item out.
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void |
GiveTo(Pawn Other)
//_____________________________________________________________________________
// Give this inventory item to a pawn.
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bool |
HandlePickupQuery(Pickup Item)
//_____________________________________________________________________________
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bool |
HasAmmo()
//_____________________________________________________________________________
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void |
PlayImpactSound(Sound S)
//_____________________________________________________________________________
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void |
ProcessTraceHit(Weapon W, Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
//_____________________________________________________________________________
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void |
ProcessTraceHitNoAmmo(Weapon W, Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
//_____________________________________________________________________________
// ELR to be defined in subclasses, used for weapon w/ multiple shots w/ only one ammo (ShotGun, Hunting Gun)
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float |
RateSelf(Pawn Shooter, out name)
//_____________________________________________________________________________
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void |
SetUpImpactEmitter(Sound S)
//_____________________________________________________________________________
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void |
SpawnProjectile(vector Start, rotator Dir)
//_____________________________________________________________________________
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void |
StaticParseDynamicLoading(LevelInfo MyLI)
//_____________________________________________________________________________
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void |
Transfer(Pawn Other)
//_____________________________________________________________________________
// Transfer this inventory to Player (for SearchCorpse)
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void |
WarnTarget(Actor Target, Pawn P, vector FireDir)
//_____________________________________________________________________________
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