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class PlayInfo extends Core.Object native; struct native PlayInfoData { var const Property ThisProp; // Pointer to property var const class<Info> ClassFrom; // Which class was this Property from var const string SettingName; // Name of the class member var const string DisplayName; // Display Name of the control (from .INT/.INI File ?) var const string RenderType; // Type of rendered control var const string Grouping; // Grouping for this parameter var const string Data; // Extra Data (like Gore Level Texts) var const string ExtraPriv; // Extra Privileges Required to set this parameter var const byte SecLevel; // Sec Level Required to set this param. (Read from Ini file afterwards) var const byte Weight; // Importance of the setting compared to others in its group var const bool bGlobal; // GlobalConfig Property ? (Set by native function) var const string Value; // Value of the setting }; var const array<PlayInfoData> Settings; var const array<class<info> > InfoClasses; var const array<int> ClassStack; var const array<string> Groups; var const string LastError; native final function Clear(); native final function AddClass(class<Info> Class); native final function PopClass(); native final function AddSetting(string Group, string PropertyName, string Description, byte SecLevel, byte Weight, string RenderType, optional string Extras, optional string ExtraPrivs); native final function bool SaveSettings(); // Saves stored settings to ini file native final function bool StoreSetting(int index, coerce string NewVal, optional string RangeData); // Only validates and sets Settins[index].Value to passed value native final function int FindIndex(string SettingName); native final function SplitStringToArray(out array<string> AStr, string Str, string Divider); final function Init() { local int i; Log("Settings.Length"$Settings.Length); for (i = 0; i<Settings.Length; i++) { Log("Settings["$i$"]="$Settings[i].SettingName@"-"@Settings[i].Grouping@"-"@Settings[i].Value); } } |
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