DIFF

class InventoryItemSource

InventoryItem EntityAI Entity ObjectTyped Object IEntity Managed

Derived classes
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All members, including inherited

Constructors 1

void InventoryItem()

Constants 1

static private const float SOUND_CONTACT_SKIP = 0.33

second

Members 4

static private ref array<ref string> s_ImpactSoundsInfo = new array<ref string>()DIAG_DEVELOPER
private SoundLookupTable m_SoundImpactTable
private float m_SoundContactTickTime
private bool m_IsMeleeWeapon = false
Referenced by InventoryItem(), and IsMeleeWeapon()

Methods 27

proto native void SwitchOn(bool onOff)

Some inventoryItem devices can be switched on/off (radios, transmitters)

proto native bool IsOn()

Some inventoryItem devices can be switched on/off (radios, transmitters)

proto native void EnableCollisionsWithCharacter(bool state)

collisions with character

proto native bool HasCollisionsWithCharacter()
proto native MeleeCombatData GetMeleeCombatData()
proto native void ForceFarBubble(bool state)

Sets the item to use the server configured 'networkRangeFar' instead of 'networkRangeNear'

void OnRightClick()
event bool OnUseFromInventory(Man owner)
string GetTooltip()

Get tooltip text

override bool IsInventoryItem()
int GetMeleeHeavyMode()
int GetMeleeSprintMode()
override bool IsMeleeWeapon()
References m_IsMeleeWeapon
string GetImpactSurfaceType(IEntity other, Contact impact)
string GetRuinedMeleeAmmoType()

returns ammo (projectile) used in melee if the item is destroyed. Override higher for specific use

float ProcessImpactSound(IEntity other, Contact extra, float weight, out int surfaceHash)