1. ilmenwe
  2. UnrealMagicOfDoomOhYeah

Source

UnrealMagicOfDoomOhYeah / UTInventoryManager.txt

UTGame/Classes/UTInventoryManager.uc
class UTInventoryManager extends InventoryManager

    function AddAmmoToWeapon(int AmountToAdd, class<UTWeapon> WeaponClassToAddTo)
    function AllAmmo(optional bool bAmmoForSuperWeapons)
    function Inventory HasInventoryOfClass(class<Inventory> InvClass)
    function bool DisruptInventory()
    function bool NeedsAmmo(class<UTWeapon> TestWeapon)
    reliable client function ClientSetCurrentWeapon(Weapon DesiredWeapon)
    reliable client function SetCurrentWeapon( Weapon DesiredWeapon )
    reliable server function ServerSetCurrentWeapon(Weapon DesiredWeapon)
    simulated function AdjustWeapon(int NewOffset)
    simulated function ChangedWeapon()
    simulated function CheckSwitchTo(UTWeapon NewWeapon)
    simulated function ClientWeaponSet(Weapon NewWeapon, bool bOptionalSet, optional bool bDoNotActivate)
    simulated function DiscardInventory()
    simulated function DrawHud(HUD H)
    simulated function GetWeaponList(out array<UTWeapon> WeaponList, optional bool bFilter, optional int GroupFilter, optional bool bNoEmpty)
    simulated function Inventory CreateInventory(class<Inventory> NewInventoryItemClass, optional bool bDoNotActivate)
    simulated function NextWeapon()
    simulated function PrevWeapon()
    simulated function ProcessRetrySwitch()
    simulated function RemoveFromInventory(Inventory ItemToRemove)
    simulated function RetrySwitchTo(UTWeapon NewWeapon)
    simulated function SetPendingWeapon( Weapon DesiredWeapon )
    simulated function SwitchToBestWeapon( optional bool bForceADifferentWeapon )
    simulated function SwitchToPreviousWeapon()
    simulated function SwitchWeapon(byte NewGroup)
    simulated function bool AddInventory( Inventory NewItem, optional bool bDoNotActivate )