AddInventory | simulated function bool AddInventory(Inventory NewItem, optional bool bDoNotActivate) |
CancelWeaponChange | simulated function bool CancelWeaponChange() |
ChangedWeapon | simulated function ChangedWeapon() |
ClearAllPendingFire | simulated function ClearAllPendingFire(Weapon InWeapon) |
ClearPendingFire | simulated function ClearPendingFire(Weapon InWeapon, int InFiringMode) |
ClearPendingWeapon | simulated function ClearPendingWeapon() |
ClientWeaponSet | simulated function ClientWeaponSet(Weapon NewWeapon, bool bOptionalSet, optional bool bDoNotActivate) |
CreateInventory | simulated function Inventory CreateInventory(class<Inventory> NewInventoryItemClass, optional bool bDoNotActivate) |
Destroyed | event Destroyed() |
DiscardInventory | simulated event DiscardInventory() |
DrawHUD | function DrawHUD(Object H) (no declaration: types are approximate) |
FindInventoryType | simulated event Inventory FindInventoryType(class<Inventory> DesiredClass, optional bool bAllowSubclass) |
GetBestWeapon | simulated function Weapon GetBestWeapon(optional bool bForceADifferentWeapon) |
GetPendingFireLength | simulated function INT GetPendingFireLength(Weapon InWeapon) |
GetWeaponRatingFor | simulated function float GetWeaponRatingFor(Weapon W) |
HandlePickupQuery | function bool HandlePickupQuery(class<Inventory> ItemClass, Actor Pickup) |
InternalSetCurrentWeapon | private simulated function InternalSetCurrentWeapon(Weapon DesiredWeapon) |
InventoryActors | final native iterator function InventoryActors(class<Inventory> BaseClass, out Inventory Inv) |
IsPendingFire | final simulated function bool IsPendingFire(Weapon InWeapon, INT InFiringMode) |
NextWeapon | simulated function NextWeapon() |
OwnerDied | function OwnerDied() |
PostBeginPlay | event PostBeginPlay() |
PrevWeapon | simulated function PrevWeapon() |
RemoveFromInventory | simulated function RemoveFromInventory(Inventory ItemToRemove) |
ServerSetCurrentWeapon | reliable server function ServerSetCurrentWeapon(Weapon DesiredWeapon) |
SetCurrentWeapon | reliable client function SetCurrentWeapon(Weapon DesiredWeapon) |
SetPendingFire | simulated function SetPendingFire(Weapon InWeapon, int InFiringMode) |
SetPendingWeapon | simulated function SetPendingWeapon(Weapon DesiredWeapon) |
SetupFor | function SetupFor(Pawn P) |
SwitchToBestWeapon | simulated function SwitchToBestWeapon(optional bool bForceADifferentWeapon) |
UpdateController | simulated function UpdateController() |