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