Class Inventory

inherits from Actor

Constants

const BLINKTHRESHOLD = (4*32)

const BONUSADD = 6

Properties

property PickupMessage: PickupMsg

property UseSound: UseSound

Flags

flagdef Autoactivate: ItemFlags, 1

flagdef Untossable: ItemFlags, 5

flagdef KeepDepleted: ItemFlags, 9

flagdef PersistentPower: ItemFlags, 12

flagdef AlwaysRespawn: ItemFlags, 17

flagdef NoScreenFlash: ItemFlags, 15

flagdef Quiet: ItemFlags, 0

flagdef IsHealth: ItemFlags, 22

flagdef AlwaysPickup: ItemFlags, 23

flagdef IsArmor: ItemFlags, 21

flagdef AdditiveTime: ItemFlags, 6

flagdef Transfer: ItemFlags, 18


flagdef HubPower: ItemFlags, 4

flagdef Unclearable: ItemFlags, 24

flagdef BigPowerup: ItemFlags, 8

flagdef IgnoreSkill: ItemFlags, 10

flagdef RestrictAbsolutely: ItemFlags, 13

flagdef NeverRespawn: ItemFlags, 14

flagdef NoTeleportFreeze: ItemFlags, 19

flagdef NoAttenPickupSound: ItemFlags, 11

flagdef Tossed: ItemFlags, 16

flagdef InterHubStrip: none, 12

flagdef FancyPickupSound: ItemFlags, 7

flagdef Undroppable: ItemFlags, 2

flagdef Invbar: ItemFlags, 3

flagdef ForceRespawnInSurvival: none, 0

Public Member Variables

Public Functions

native static void PrintPickupMessage(
bool localview,
String str
)





void BecomeItem()


virtual Inventory CreateCopy(
Actor other
)


void GiveQuestItem(Actor toucher)

virtual bool CanPickup(Actor toucher)


virtual bool ShouldStay()

virtual bool TryPickupRestricted(
in out Actor toucher
)

virtual void AttachToOwner(Actor other)

virtual void DetachFromOwner()

virtual Inventory CreateTossable(
int amt = -1
)

virtual void DepleteOrDestroy()

virtual void PreTravelled()

virtual void Travelled()

virtual void DoEffect()

virtual void Hide()


virtual void ModifyDamage(
int damage,
Name damageType,
out int newdamage,
bool passive,
Actor inflictor = null,
Actor source = null,
int flags = 0
)

virtual bool Use(bool pickup)



virtual ui void AlterWeaponSprite(
VisStyle vis,
in out int changed
)

virtual void OwnerDied()

virtual Color GetBlend()

virtual void UseAll(Actor user)

virtual void DoPickupSpecial(
Actor toucher
)

virtual void PlayPickupSound(
Actor toucher
)

virtual ui bool DrawPowerup(
int x,
int y
)

virtual void AbsorbDamage(
int damage,
Name damageType,
out int newdamage,
Actor inflictor = null,
Actor source = null,
int flags = 0
)

virtual bool SpecialDropAction(
Actor dropper
)

clearscope Inventory NextInv() const

clearscope Inventory PrevInv()

virtual void OnDrop(Actor dropper)

virtual void ModifyDropAmount(
int dropamount
)

virtual void SetGiveAmount(
Actor receiver,
int amount,
bool givecheat
)

Protected Functions

protected virtual bool TryPickup(
in out Actor toucher
)

protected bool GoAway()

protected void GoAwayAndDie()

Overrides

override void Tick()
overrides Thinker.Tick

override void MarkPrecacheSounds()

override void BeginPlay()
overrides Actor.BeginPlay

override void OnDestroy()
overrides Object.OnDestroy

override bool ShouldSpawn()
overrides Actor.ShouldSpawn

override bool Grind(bool items)
overrides Actor.Grind

override void Touch(Actor toucher)
overrides Actor.Touch