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# Inventory

UT2003 :: ... >> Actor >> Inventory

From the header comments in Inventory.uc:

Inventory is the parent class of all actors that can be carried by other actors. Inventory items are placed in the holding actor's inventory chain, a linked list of inventory actors. Each inventory class knows what pickup can spawn it (its PickupClass). When tossed out (using the DropFrom() function), inventory items replace themselves with an actor of their Pickup class.

## Properties

### Main

bool bDrawingFirstPerson
  Determines if we're in 1st person.
float BobDamping
  How much to damp view bob.
IntBox IconCoords
  Coordinates of icon in IconMaterial.
Material IconMaterial
  Where icon is located.
String ItemName
  Localized name of item.

### Firstperson

vector PlayerViewOffset
  Offset from view center.
rotator PlayerViewPivot
  Additive rotation offset for tweaks.

### Hidden

class<InventoryAttachment> AttachmentClass
bool bDisplayableInv
  Determines whether the item should be displayed in the HUD.
bool bTossedOut
  True if weapon or inventory was tossed out (so players can't cheat w/ weaponstay)
byte GroupOffset
  Position within inventory group. (used by prevweapon and nextweapon)
class<Pickup> PickupClass
  What class of pickup is associated with this inventory item
actor ThirdPersonActor
  Mesh to use in 3rd person view.

## Enums

## Functions

function AttachToPawn(Pawn P)
  Attach inventory item to pawn.
exec function updaterelative(int pitch, int yaw, int roll)
  For tweaking weapon positioning. Pass in a new relativerotation, and use the weapon editactor properties sheet to modify the relativelocation
function DetachFromPawn(Pawn P)
  Detach inventory item from pawn.
simulated event RenderOverlays( canvas Canvas )
  Render inventory icon, if necessary. Most inventory items are not rendered, except weapons.
simulated function String GetHumanReadableName()
  Returns the name of the object.
function PickupFunction(Pawn Other)
  Function called when the item is picked up.
simulated function Weapon RecommendWeapon( out float rating )
  Rate the inventory item as a weapon.
event TravelPreAccept()
  Called after a travelling inventory item has been accepted into a level. Anyone want to elaborate?
function TravelPostAccept()
function Destroyed()
  Called when the inventory item is to be destroyed for release of resources, etc.
function GiveTo( pawn Other, optional Pickup Pickup )
  Give inventory item to another pawn.
function bool HandlePickupQuery( pickup Item )
  Determines whether or not the item can be picked up based on other items in the pawn's inventory.
function Powerups SelectNext()
  Select next inventory (powerup) item.
function DropFrom(vector StartLocation)
  Drop inventory item.
function Use( float Value )
  Use inventory item.
simulated function Weapon WeaponChange( byte F, bool bSilent )
  Find a weapon in inventory that has an Inventory Group matching F.
simulated function Weapon PrevWeapon(Weapon CurrentChoice, Weapon CurrentWeapon)
  Choose previous weapon.
simulated function Weapon NextWeapon(Weapon CurrentChoice, Weapon CurrentWeapon)
  Choose next weapon.
function armor PrioritizeArmor( int Damage, class<DamageType> DamageType, vector HitLocation )
  Return the best armor to use.
function OwnerEvent(name EventName)
  Used to inform inventory when owner event occurs (for example jumping or weapon change).
function SetOwnerDisplay()
  Used to ask inventory if it needs to affect its owners display properties.
static function string StaticItemName()
  Returns item name.

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