Castle Game Engine: CastleItems

# Unit CastleItems
Description | Uses | Classes, Interfaces, Objects and Records | Functions and Procedures | Types | Constants | Variables
## Description Items, things that can be picked up, carried and used. ## Uses CastleBoxes X3DNodes CastleScene CastleVectors CastleUtils CastleClassUtils Classes CastleImages CastleGLUtils CastlePrecalculatedAnimation CastleResources CastleGLImages CastleXMLConfig CastleSoundEngine CastleFrustum Castle3D FGL CastleColors ## Overview ### Classes, Interfaces, Objects and Records
Name | Description
--- | ---
Class `TItemResource` | Basic resource of an item that can be picked up, used and such.
Class `TItemWeaponResource` | Weapon that can make an immiediate attack (short-range/shoot) or fire a missile.
Class `TInventoryItem` | An item that can be used, kept in the inventory, or (using PutOnWorld that wraps it in TItemOnWorld) dropped on 3D world.
Class `TItemWeapon` |
Class `TInventory` | List of items, with a 3D object (like a player or creature) owning these items.
Class `TItemOnWorld` | Item that is placed on a 3D world, ready to be picked up.
Class `T3DAliveWithInventory` | Alive 3D thing that has inventory (can keep items).
### Types
`TInventoryItemClass = class of TInventoryItem;`
`TItemOnWorldExistsEvent = function(const Item: TItemOnWorld): boolean of object;`
### Variables
`OnItemOnWorldExists: TItemOnWorldExistsEvent;`
## Description ### Types
`TInventoryItemClass = class of TInventoryItem;`
`TItemOnWorldExistsEvent = function(const Item: TItemOnWorld): boolean of object;`
### Variables
`OnItemOnWorldExists: TItemOnWorldExistsEvent;`
Global callback to control items on level existence.
Generated by PasDoc 0.13.0 on 2015-06-15 04:43:10