class M5Inventory extends Inventory; /* * This class exists, both to provide a convenience function, and also * because 'Inventory' is abstract. * It's mostly just a demo class to show off M5InvDisplay */ // SuperClass has: string ItemName // SuperClass has: DroppedPickupMesh // SuperClass has: PickupFactoryMesh /** This creats a new M5Inventory object in the inventory of * the specified Pawn. You arent expected to do anything with the * return value. Its just there to check for null if you are paranoid. */ static function M5Inventory NewM5Item(Pawn P, StaticMesh mesh) { local M5Inventory newobj; local StaticMeshComponent tmpSMC; newobj=M5Inventory(P.CreateInventory(class'M5Inventory')); tmpSMC=new class'StaticMeshComponent'; tmpSMC.SetStaticMesh(mesh); newobj.DroppedPickupMesh=tmpSMC; return newobj; } defaultproperties { }