Inventory (DX)
The inventory class, the parent class of all objects which can be
picked up and carried by actors.
Changes from UT ==
- DX new property LandSound()
Other new properties:
var bool bCanUseObjectBelt; // Can this object be placed on the object belt? var texture largeIcon; // Larger-than-usual icon for the inventory window var int largeIconWidth; // Width of graphic in texture var int largeIconHeight; // Height of graphic in texture var int invSlotsX; // Number of horizontal inv. slots this item takes var int invSlotsY; // Number of vertical inv. slots this item takes var travel int invPosX; // X position on the inventory window var travel int invPosY; // Y position on the inventory window var travel bool bInObjectBelt; // Is this object actually in the object belt? var travel int beltPos; // Position on the object belt var() localized String description; // Description var localized String beltDescription; // Description used on the object belt
- replication changed
- function PostBeginPlay() changed
- function CalcDrawOffset() not final in DX
- funciton BecomePickup() changed
- function BecomeItem() changed
- function DropFrom() changed
- DX new function PlayLandingSound()
State: pickup
- UT Touch() function changed to DX Frob()
- Landed() function changed
- DX hs no Timer() function, items remain in world forever
- funciton BeginState() changed
Not in state anymore
- new function UpdateInfo()
- new funciton TestMPBeltSpot
- whole mess of changed defaultproperties