- Extends
- Actor
- Modifiers
- abstract native nativereplication
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
Direct Known Subclasses:
LadderInventory, Pickup, TrapSpringer, Weapon
Inherited Variables from Engine.Actor |
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFilterByVolume, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bProjTarget, bRandomFrame, bReplicateInstigator, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSimFall, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, HitActor, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MiscNumber, MultiSkins[8], NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PendingTouch, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, SimAnim, SkelAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, SpriteProjForward, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel |
Inherited Enumerations from Engine.Actor |
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
Functions Summary |
 | | Activate ()))
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 | | Activate ())) Activated |
 | | ActivateTranslator (bool bHint))
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 | | AltFire (float Value)
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 | int | ArmorAbsorbDamage (int Damage, name DamageType, vector HitLocation))
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 | | ArmorImpactEffect (vector HitLocation)
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 | int | ArmorPriority (name DamageType))
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 | | BecomeItem ()))
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 | | BecomePickup ()))
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 | | BeginState ())) Activated |
 | | BeginState ())) Pickup |
 | | BeginState ())) Sleeping |
 | float | BotDesireability (pawn Bot ))
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 | vector | CalcDrawOffset ()))
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 | | ChangedWeapon ()))
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 | | CheckTouching ())) Pickup |
 | | Destroyed ()))
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 | | DrawStatusIconAt (canvas Canvas, int X, int Y, optional float Scale ))
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 | | DropFrom (vector StartLocation))
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 | | DropInventory ()))
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 | | EndState ())) Activated |
 | | EndState ())) Pickup |
 | | EndState ())) Sleeping |
 | | Fire (float Value)
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 | String | GetHumanName ()))
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 | | GiveTo (pawn Other ))
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 | bool | HandlePickupQuery (inventory Item ))
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 | float | InventoryCapsFloat (name Property, pawn Other, actor Test)
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 | string | InventoryCapsString (name Property, pawn Other, actor Test)
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 | | Landed (Vector HitNormal)) Pickup |
 | | OwnerJumped ()))
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 | | PostBeginPlay ()))
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 | inventory | PrioritizeArmor (int Damage, name DamageType, vector HitLocation ))
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 | Weapon | RecommendWeapon (out float rating, out int bUseAltMode ))
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 | int | ReduceDamage (int Damage, name DamageType, vector HitLocation ))
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 | | RenderOverlays (canvas Canvas ))
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 | Inventory | SelectNext ()))
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 | | SetOwnerDisplay ()))
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 | | SetRespawn ()))
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 | inventory | SpawnCopy (pawn Other ))
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 | | Timer ())) Pickup |
 | | Touch (actor Other )) Pickup |
 | | TravelPreAccept ()))
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 | | Use (pawn User)
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 | bool | ValidTouch (actor Other )) Pickup |
 | Weapon | WeaponChange (byte F ))
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 | | ZoneChange (ZoneInfo NewZone )) Pickup |
Inherited Functions from Engine.Actor |
*, +, -, AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastLocalizedMessage, BroadcastMessage, Bump, ChildActors, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetCacheEntry, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetSoundDuration, GetURLMap, HasAnim, HitWall, HurtRadius, InterpolateEnd, IsAnimating, KillCredit, KilledBy, Landed, LinkSkelAnim, LoopAnim, LostChild, MakeNoise, Move, MoveCacheEntry, MoveSmooth, PlayAnim, PlayerCanSeeMe, PlayOwnedSound, PlaySound, PostBeginPlay, PostNetBeginPlay, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, SetBase, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, ZoneChange |
Inherited Functions from Core.Object |
!, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, Abs, Asc, Atan, BeginState, Caps, Chr, Clamp, ClassIsChildOf, Cos, Cross, Disable, Dot, DynamicLoadObject, Enable, EndState, Exp, FClamp, FMax, FMin, FRand, GetAxes, GetEnum, GetPropertyText, GetStateName, GetUnAxes, GotoState, InStr, Invert, IsA, IsInState, Left, Len, Lerp, Localize, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, Rand, RandRange, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, Sin, Smerp, Sqrt, Square, StaticSaveConfig, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~= |
var travel bool bActive;
var bool bFirstFrame;
var bool bHeldItem;
var bool bSleepTouch;
var bool bSteadyFlash3rd;
var bool bSteadyToggle;
var bool bTossedOut;
var byte FlashCount;
var byte OldFlashCount;
var name PlayerLastTouched;
Display
var(Display) bool bAmbientGlow;
Inventory
var(
Inventory) travel
byte AutoSwitchPriority;
var(
Inventory)
localized String M_Deactivated;
var(
Inventory)
localized string PickupMessage;
MuzzleFlash
var(MuzzleFlash) bool bMuzzleFlashParticles;
var(MuzzleFlash) bool bToggleSteadyFlash;
var(MuzzleFlash) mesh MuzzleFlashMesh;
var(MuzzleFlash) float MuzzleFlashScale;
var(MuzzleFlash)
texture MuzzleFlashTexture;
function Activate ( ) )
function Activate ( ) )
function ActivateTranslator ( bool bHint) )
function AltFire ( float Value )
function int ArmorAbsorbDamage (
int Damage,
name DamageType,
vector HitLocation) )
function ArmorImpactEffect (
vector HitLocation )
function BecomeItem ( ) )
function BecomePickup ( ) )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
event float BotDesireability (
pawn Bot ) )
simulated final function vector CalcDrawOffset ( ) )
function ChangedWeapon ( ) )
function CheckTouching ( ) )
function Destroyed ( ) )
simulated function DrawStatusIconAt (
canvas Canvas,
int X,
int Y,
optional float Scale ) )
function DropFrom (
vector StartLocation) )
function DropInventory ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function Fire ( float Value )
function String GetHumanName ( ) )
function GiveTo (
pawn Other ) )
function bool HandlePickupQuery (
inventory Item ) )
function float InventoryCapsFloat (
name Property,
pawn Other,
actor Test )
function string InventoryCapsString (
name Property,
pawn Other,
actor Test )
function Landed (
Vector HitNormal) )
function OwnerJumped ( ) )
function PostBeginPlay ( ) )
function Weapon RecommendWeapon (
out float rating,
out int bUseAltMode ) )
function SetOwnerDisplay ( ) )
function SetRespawn ( ) )
function Timer ( ) )
function Touch (
actor Other ) )
event TravelPreAccept ( ) )
function Use (
pawn User )
function bool ValidTouch (
actor Other ) )
function Weapon WeaponChange (
byte F ) )
singular
function ZoneChange (
ZoneInfo NewZone ) )
defaultproperties
{
bAmbientGlow=True
bRotatingPickup=True
PickupMessage="Snagged an item."
ItemArticle="a"
PlayerViewScale=1.000000
BobDamping=0.960000
PickupViewScale=1.000000
ThirdPersonScale=1.000000
MaxDesireability=0.005000
bFirstFrame=True
bToggleSteadyFlash=True
M_Activated=" activated."
M_Selected=" selected."
M_Deactivated=" deactivated."
RemoteRole=ROLE_SimulatedProxy
DrawType=DT_Mesh
Texture=Texture'Engine.S_Inventory'
AmbientGlow=255
bIsItemGoal=True
bTravel=True
CollisionRadius=30.000000
CollisionHeight=30.000000
bCollideActors=True
bFixedRotationDir=True
RotationRate=(Yaw=5000)
DesiredRotation=(Yaw=30000)
NetPriority=1.400000
NetUpdateFrequency=10.000000
}
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Creation time: Fr 7.6.2013 13:14:37.377 - Created with
UnCodeX