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# Inventory (UT)

UT :: Actor (UT) >> Inventory (Package: Engine)

Abstract parent class of all objects that can be picked up by players or other actors.

The corresponding class Inventory in UT2003 only represents objects in a player's inventory. UT2003 pickups have a seperate base class called Pickup.

### UT inventory items

It's worth mentioning here that inventory items for Unreal Tournament can be tricky to locate in the class tree. This is because Unreal Tournament is built on top of the Unreal 1 engine.

- weapons in: Inventory >> Weapon (UT) >> TournamentWeapon
- ammo in: Inventory >> Pickup (UT) >> Ammo (UT) >> TournamentAmmo
- health in: Inventory >> Pickup (UT) >> TournamentHealth
- other pickups in: Inventory >> Pickup (UT) >> TournamentPickup

## Properties

These are the comments from the class script, most probably need padding out a little.

AutoSwitchPriority
  Autoswitch value, 0=never autoswitch.
InventoryGroup
  The weapon/inventory set, 1-9 (0=none).
bActivatable
  Whether item can be activated.
bDisplayableInv
  Item displayed in HUD.
bInstantRespawn
  Can be tagged so this item respawns instantly.
bRotatingPickup
  Rotates when in pickup state.
PickupMessage
  Human readable description when picked up.
ItemName
  Human readable name of item
ItemArticle
  Human readable article (e.g. "a", "an")
RespawnTime
  Respawn after this time, 0 for instant.
PlayerViewOffset
  Offset from view center.
PlayerViewMesh
  Mesh to render.
PlayerViewScale
  Mesh scale.
BobDamping
  how much to damp view bob
PickupViewMesh
  Mesh to render.
PickupViewScale
  Mesh scale.
ThirdPersonMesh
  Mesh to render.
ThirdPersonScale
  Mesh scale.
StatusIcon
  Icon used with ammo/charge/power count.
ProtectionType1
  Protects against DamageType (None if non-armor).
ProtectionType2
  Secondary protection type (None if non-armor).
Charge
  Amount of armor or charge if not an armor (charge in time*10).
ArmorAbsorption
  Percent of damage item absorbs 0-100.
bIsAnArmor
  Item will protect player.
AbsorptionPriority
  Which items absorb damage first (higher=first).
NextArmor
  Temporary list created by Armors to prioritize damage absorption.
MaxDesireability
  Maximum desireability this item will ever have.
PickupSound, ActivateSound, DeActivateSound, RespawnSound
Icon
M_Activated
M_Selected
M_Deactivated
PickupMessageClass
ItemMessageClass

### MuzzleFlash

bMuzzleFlashParticles
bToggleSteadyFlash
MuzzleFlashStyle
MuzzleFlashMesh
MuzzleFlashScale
MuzzleFlashTexture

### Display

Inventory adds an extra property to the Display group:

bAmbientGlow

## Known Subclasses

- LadderInventory
- Pickup (UT)
- TrapSpringer
- Weapon (UT)
- MultiPickupPlus (EnhancedItems)
- MultiItem (Chaos UT)

Category Class (UT)

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