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Function Summary |
void |
AttachToPawn(Pawn P)
//_____________________________________________________________________________
// DO NOT SIMULATE else double attachspawn on clients & graphical bug.
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simulated |
DetachFromPawn(Pawn P)
//_____________________________________________________________________________
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void |
DropFrom(vector StartLocation)
//_____________________________________________________________________________
// Toss this item out.
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String |
GetHumanReadableName()
//_____________________________________________________________________________
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void |
GiveTo(Pawn Other)
//_____________________________________________________________________________
// Give this inventory item to a pawn.
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bool |
HandlePickupQuery(Pickup Item)
//_____________________________________________________________________________
// Function which lets existing items in a pawn's inventory
// prevent the pawn from picking something up. Return true to abort pickup
// or if item handles pickup, otherwise keep going through inventory list.
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Powerups |
NextItem(Powerups CurrentChoice, Powerups CurrentItem)
//_____________________________________________________________________________
// Find the next weapon (using the Inventory group)
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Weapon |
NextWeapon(Weapon CurrentChoice, Weapon CurrentWeapon)
//_____________________________________________________________________________
// Find the next weapon (using the Inventory group)
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void |
NotifyOwnerKilled(Controller Killer)
//_____________________________________________________________________________
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void |
OwnerEvent(name EventName)
//_____________________________________________________________________________
// Used to inform inventory when owner event occurs (for example jumping or weapon change)
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void |
PickupFunction(Pawn Other)
//_____________________________________________________________________________
// this function is called once a pawn has been given/announced the item
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simulated |
PostBeginPlay()
//_____________________________________________________________________________
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Powerups |
PrevItem(Powerups CurrentChoice, Powerups CurrentItem)
//_____________________________________________________________________________
// Find the previous weapon (using the Inventory group)
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Weapon |
PrevWeapon(Weapon CurrentChoice, Weapon CurrentWeapon)
//_____________________________________________________________________________
// Find the previous weapon (using the Inventory group)
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Weapon |
RecommendWeapon(out float)
//_____________________________________________________________________________
// AI inventory functions.
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Powerups |
SelectNext()
//_____________________________________________________________________________
// Select first activatable powerup.
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void |
SetOwnerDisplay()
//_____________________________________________________________________________
// used to ask inventory if it needs to affect its owners display properties
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void |
StaticParseDynamicLoading(LevelInfo MyLI)
//_____________________________________________________________________________
// this function is called when the class if given to enemy as initial inventory (so need to dynamiload everything else except the class)
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void |
Transfer(Pawn Other)
//_____________________________________________________________________________
// Transfer this inventory to Player (for SearchCorpse)
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void |
TravelPostAccept() |
void |
Use(float Value)
//_____________________________________________________________________________
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Weapon |
WeaponChange(byte F)
//_____________________________________________________________________________
// Find a weapon in inventory that has an Inventory Group matching F.
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Weapon |
WeaponSelect(byte F)
//_____________________________________________________________________________
// ELR Same as WeaponChange but to be used for SelectWeapon, use new to avoid new bugs
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