Function Summary |
void |
Activate()
//
// Toggle Activation of selected Item.
//
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void |
AltFire(float Value) |
int |
ArmorAbsorbDamage(int Damage, name DamageType, vector HitLocation)
//
// Absorb damage.
//
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void |
ArmorImpactEffect(vector HitLocation)
//
// This function is called by ArmorAbsorbDamage and displays a visual effect
// for an impact on an armor.
//
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int |
ArmorPriority(name DamageType)
//
// Return armor value.
//
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void |
BecomeItem()
//
// Become an inventory item.
//
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void |
BecomePickup()
//
// Become a pickup.
//
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vector |
CalcDrawOffset()
//
// Compute offset for drawing.
//
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void |
ChangedWeapon()
//
// Used to inform inventory when owner weapon changes.
//
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void |
Destroyed()
//
// Called by engine when destroyed.
//
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simulated |
DrawStatusIconAt(Canvas Canvas, int X, int Y, optional float)
// overridable function to ask the inventory object to draw its StatusIcon
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void |
DropFrom(vector StartLocation)
//
// Toss this item out.
//
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void |
DropInventory() |
void |
Fire(float Value)
// Fire functions which must be implemented in child classes.
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String |
GetHumanName() |
void |
GiveTo(Pawn Other)
//
// Give this inventory item to a pawn.
//
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bool |
HandlePickupQuery(Inventory 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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float |
InventoryCapsFloat(name Property, Pawn Other, Actor Test)
// For future use.
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string |
InventoryCapsString(name Property, Pawn Other, Actor Test) |
void |
OwnerJumped()
//
// Used to inform inventory when owner jumps.
//
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void |
PostBeginPlay() |
Inventory |
PrioritizeArmor(int Damage, name DamageType, vector HitLocation)
//
// Return the best armor to use.
//
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Weapon |
RecommendWeapon(out float, out int) |
int |
ReduceDamage(int Damage, name DamageType, vector HitLocation)
//
// Scan the player's inventory looking for items that reduce damage
// to the player. If Armor's protection type matches DamageType, then no damage is taken.
// Returns the reduced damage.
//
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Inventory |
SelectNext()
//
// Select first activatable item.
//
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void |
SetOwnerDisplay()
// used to ask inventory if it needs to affect its owners display properties
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void |
SetRespawn()
//
// Set up respawn waiting if desired.
//
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Inventory |
SpawnCopy(Pawn Other)
// Either give this inventory to player Other, or spawn a copy
// and give it to the player Other, setting up original to be respawned.
//
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void |
Use(Pawn User) |
Weapon |
WeaponChange(byte F)
//
// Find a weapon in inventory that has an Inventory Group matching F.
//
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