| Overview | Package | Class | Source | Class tree | Glossary | Deus Ex UnrealScript Documentation |
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Core.Object | +-- Engine.Actor | +-- Engine.Inventory
DataVaultImage, Pickup, Weapon
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient |
| Inherited Variables from Core.Object |
|---|
| Class, Name, ObjectFlags, ObjectInternal[6], Outer |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Actor |
|---|
| EAIEventState, EAIEventType, EBarkModes, EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
| Inherited Enumerations from Core.Object |
|---|
| ESheerAxis |
| Structures Summary |
|---|
| Inherited Structures from Engine.Actor |
|---|
| PointRegion, XAIParams |
| Inherited Structures from Core.Object |
|---|
| BoundingBox, BoundingVolume, Color, Coords, Guid, Plane, Rotator, Scale, Vector |
| Functions Summary | ||
|---|---|---|
![]() | Activate ())) | |
![]() | Activate ())) Activated | |
![]() | ActivateTranslator (bool bHint)) | |
![]() | AltFire (float Value) | |
![]() | int | ArmorAbsorbDamage (int Damage, name DamageType, vector HitLocation)) |
![]() | ArmorImpactEffect (vector HitLocation) | |
![]() | int | ArmorPriority (name DamageType)) |
![]() | BecomeItem ())) | |
![]() | BecomePickup ())) | |
![]() | BeginState ())) Activated | |
![]() | BeginState ())) Pickup | |
![]() | BeginState ())) Sleeping | |
![]() | float | BotDesireability (pawn Bot )) |
![]() | vector | CalcDrawOffset ())) |
![]() | ChangedWeapon ())) | |
![]() | CheckTouching ())) Pickup | |
![]() | Destroyed ())) | |
![]() | DrawStatusIconAt (canvas Canvas, int X, int Y, optional float Scale )) | |
![]() | DropFrom (vector StartLocation)) | |
![]() | DropInventory ())) | |
![]() | EndState ())) Activated | |
![]() | EndState ())) Pickup | |
![]() | EndState ())) Sleeping | |
![]() | Fire (float Value) | |
![]() | Frob (Actor Other, Inventory frobWith)) Pickup | |
![]() | String | GetHumanName ())) |
![]() | GiveTo (pawn Other )) | |
![]() | bool | HandlePickupQuery (inventory Item )) |
![]() | float | InventoryCapsFloat (name Property, pawn Other, actor Test) |
![]() | string | InventoryCapsString (name Property, pawn Other, actor Test) |
![]() | Landed (Vector HitNormal)) Pickup | |
![]() | OwnerJumped ())) | |
![]() | PlayLandingSound ())) | |
![]() | PostBeginPlay ())) | |
![]() | inventory | PrioritizeArmor (int Damage, name DamageType, vector HitLocation )) |
![]() | Weapon | RecommendWeapon (out float rating, out int bUseAltMode )) |
![]() | int | ReduceDamage (int Damage, name DamageType, vector HitLocation )) |
![]() | RenderOverlays (canvas Canvas )) | |
![]() | Inventory | SelectNext ())) |
![]() | SetOwnerDisplay ())) | |
![]() | SetRespawn ())) | |
![]() | inventory | SpawnCopy (pawn Other )) |
![]() | bool | TestMPBeltSpot (int BeltSpot)) |
![]() | TravelPreAccept ())) | |
![]() | bool | UpdateInfo (Object winObject)) |
![]() | Use (pawn User) | |
![]() | bool | ValidTouch (actor Other )) Pickup |
![]() | Weapon | WeaponChange (byte F )) |
![]() | ZoneChange (ZoneInfo NewZone )) Pickup | |
| Inherited Functions from Core.Object |
|---|
| !, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, Abs, AllObjects, Asc, Atan, BeginState, Caps, Chr, Clamp, ClassIsChildOf, clock, Cos, CriticalDelete, Cross, CyclesToSeconds, Disable, Dot, DynamicLoadObject, Enable, EndState, Exp, FClamp, FMax, FMin, FRand, GetAxes, GetConfig, 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, Sprintf, Sqrt, Square, StaticSaveConfig, Tan, unclock, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~= |
| States Summary |
|---|
| Activated Source code |
|---|
|
state Activated |
| Activate, BeginState, EndState |
| Idle2 Source code |
|---|
|
state Idle2 |
| Pickup Source code |
|---|
|
auto state Pickup |
| BeginState, CheckTouching, EndState, Frob, Landed, ValidTouch, ZoneChange |
| Sleeping Source code |
|---|
|
state Sleeping |
| BeginState, EndState |
| Variables Detail |
|---|
| Functions Detail |
|---|
Activate Source code
Activate Activated Source code
ActivateTranslator Source code
AltFire Source code
ArmorAbsorbDamage Source code
ArmorImpactEffect Source code
ArmorPriority Source code
BecomeItem Source code
BecomePickup Source code
BeginState Activated Source code
BeginState Pickup Source code
BeginState Sleeping Source code
BotDesireability Source code
CalcDrawOffset Source code
ChangedWeapon Source code
CheckTouching Pickup Source code
Destroyed Source code
DrawStatusIconAt Source code
DropFrom Source code
DropInventory Source code
EndState Activated Source code
EndState Pickup Source code
EndState Sleeping Source code
Fire Source code
Frob Pickup Source code
GetHumanName Source code
GiveTo Source code
HandlePickupQuery Source code
InventoryCapsFloat Source code
InventoryCapsString Source code
Landed Pickup Source code
OwnerJumped Source code
PlayLandingSound Source code
PostBeginPlay Source code
PrioritizeArmor Source code
RecommendWeapon Source code
ReduceDamage Source code
RenderOverlays Source code
SelectNext Source code
SetOwnerDisplay Source code
SetRespawn Source code
SpawnCopy Source code
TestMPBeltSpot Source code
TravelPreAccept Source code
UpdateInfo Source code
Use Source code
ValidTouch Pickup Source code
WeaponChange Source code
ZoneChange Pickup Source code| Defaultproperties |
|---|
defaultproperties { bDisplayableInv=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" bCanUseObjectBelt=True invSlotsX=1 invSlotsY=1 invPosX=-1 invPosY=-1 beltPos=-1 Description="Made by the ABC Widget ACME Corporation" bIsItemGoal=True bTravel=True Physics=PHYS_Falling RemoteRole=ROLE_SimulatedProxy DrawType=DT_Mesh Texture=Texture'Engine.S_Inventory' CollisionRadius=30.000000 CollisionHeight=30.000000 bCollideActors=True bBlockActors=True bFixedRotationDir=True NetPriority=1.400000 } |
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