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InventoryManager

Class in Engine · Engine.InventoryManager · native

Object › Actor › InventoryManager

Using it from Lua
h7.find_all("InventoryManager")            -- live instances
h7.find_class("Engine.InventoryManager")   -- the class
h7.hook("Engine.InventoryManager.AddInventory", fn)

Properties

NameTypeNotes
bMustHoldWeaponbool
InventoryChainInventory
LastAttemptedSwitchToWeaponWeapon
PendingFirearrayno declaration: type is approximate
PendingWeaponWeapon

Functions

NameDeclaration
AddInventorysimulated function bool AddInventory(Inventory NewItem, optional bool bDoNotActivate)
CancelWeaponChangesimulated function bool CancelWeaponChange()
ChangedWeaponsimulated function ChangedWeapon()
ClearAllPendingFiresimulated function ClearAllPendingFire(Weapon InWeapon)
ClearPendingFiresimulated function ClearPendingFire(Weapon InWeapon, int InFiringMode)
ClearPendingWeaponsimulated function ClearPendingWeapon()
ClientWeaponSetsimulated function ClientWeaponSet(Weapon NewWeapon, bool bOptionalSet, optional bool bDoNotActivate)
CreateInventorysimulated function Inventory CreateInventory(class<Inventory> NewInventoryItemClass, optional bool bDoNotActivate)
Destroyedevent Destroyed()
DiscardInventorysimulated event DiscardInventory()
DrawHUDfunction DrawHUD(Object H) (no declaration: types are approximate)
FindInventoryTypesimulated event Inventory FindInventoryType(class<Inventory> DesiredClass, optional bool bAllowSubclass)
GetBestWeaponsimulated function Weapon GetBestWeapon(optional bool bForceADifferentWeapon)
GetPendingFireLengthsimulated function INT GetPendingFireLength(Weapon InWeapon)
GetWeaponRatingForsimulated function float GetWeaponRatingFor(Weapon W)
HandlePickupQueryfunction bool HandlePickupQuery(class<Inventory> ItemClass, Actor Pickup)
InternalSetCurrentWeaponprivate simulated function InternalSetCurrentWeapon(Weapon DesiredWeapon)
InventoryActorsfinal native iterator function InventoryActors(class<Inventory> BaseClass, out Inventory Inv)
IsPendingFirefinal simulated function bool IsPendingFire(Weapon InWeapon, INT InFiringMode)
NextWeaponsimulated function NextWeapon()
OwnerDiedfunction OwnerDied()
PostBeginPlayevent PostBeginPlay()
PrevWeaponsimulated function PrevWeapon()
RemoveFromInventorysimulated function RemoveFromInventory(Inventory ItemToRemove)
ServerSetCurrentWeaponreliable server function ServerSetCurrentWeapon(Weapon DesiredWeapon)
SetCurrentWeaponreliable client function SetCurrentWeapon(Weapon DesiredWeapon)
SetPendingFiresimulated function SetPendingFire(Weapon InWeapon, int InFiringMode)
SetPendingWeaponsimulated function SetPendingWeapon(Weapon DesiredWeapon)
SetupForfunction SetupFor(Pawn P)
SwitchToBestWeaponsimulated function SwitchToBestWeapon(optional bool bForceADifferentWeapon)
UpdateControllersimulated function UpdateController()

Default values

TickGroup=TG_DuringAsyncWork
bReplicateInstigator=TRUE
RemoteRole=ROLE_SimulatedProxy
bOnlyDirtyReplication=TRUE
bOnlyRelevantToOwner=TRUE
NetPriority=1.4
bHidden=TRUE
Physics=PHYS_None
bReplicateMovement=FALSE
bStatic=FALSE
bNoDelete=FALSE

Inherited

FromMembers
Actor156 properties, 262 functions
Object13 properties, 308 functions