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Function Summary |
simulated |
Activate()
//_____________________________________________________________________________
// Toggle Activation of selected Item.
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simulated |
AttachToPawn(Pawn P)
//_____________________________________________________________________________
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simulated |
BringUp()
//_____________________________________________________________________________
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simulated |
DisplayDebug(Canvas C, out float, out float)
//_____________________________________________________________________________
// ELR Add some info to the ShowDebug Exec
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simulated |
DrawZoomedCrosshair(Canvas C)
//_____________________________________________________________________________
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simulated |
EndUse()
//_____________________________________________________________________________
// ELR called in Beginstate of Downweapon
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void |
GiveTo(Pawn Other)
//_____________________________________________________________________________
// Give this inventory item to a pawn.
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void |
Landed(Vector HitNormal)
//_____________________________________________________________________________
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Powerups |
NextItem(Powerups CurrentChoice, Powerups CurrentItem)
//_____________________________________________________________________________
// Find the next Item (using the Inventory group)
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void |
PickupFunction(Pawn Other)
//_____________________________________________________________________________
// ELR
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Powerups |
PrevItem(Powerups CurrentChoice, Powerups CurrentItem)
//_____________________________________________________________________________
// Find the next Item (using the Inventory group)
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bool |
PutDown()
//_____________________________________________________________________________
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Powerups |
SelectNext()
//_____________________________________________________________________________
// Select first activatable powerup.
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bool |
ShouldDrawCrosshair(Canvas C)
//_____________________________________________________________________________
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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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simulated |
UseMe()
//_____________________________________________________________________________
// ELR when in state activated & using
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simulated |
UsedUp()
//_____________________________________________________________________________
// This is called when a usable inventory item has used up it's charge.
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