Class UInvisibility : UnrealInventory { } Class PowerUInvisibility : PowerInvisibility { } Class Amplifier : UnrealInventory { static Amplifier Active( Actor Owner ) { let d = Amplifier(Owner.FindInventory("Amplifier")); if ( d && d.bActive ) return d; return null; } } Class UJumpBoots : UnrealInventory { override void PostBeginPlay() { Super.PostBeginPlay(); // detect hurtfloors // can't detect terraindef-based damage // this is currently an engine limitation bool foundslime = false; bool foundlava = false; for ( int i=0; i