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// // class: CustomPlayerLoadout // // // class CustomPlayerLoadout extends Loadout native transient; var config class<CombatRole> combatRoleClass; var config string userSkinPath; var config string loadoutName; struct native SkinPreferenceMapping { var config Mesh mesh; var config string skin; }; var config Array<SkinPreferenceMapping> skinPreferences; // isValid // returns false if the given loadout is invalid for a character // // this version always returns true if the armorClass is valid // because the armor is held in the loadout and thus should be ok // function bool isValid(Character c, Armor a) { if(combatRoleClass.default.armorClass != None) return true; else return super.isValid(c, a); } // equip // gives the equipment in the loadout to the player function bool equip(Character c) { local bool equipped; local Mesh mesh; local Jetpack jetpack; local Mesh armsMesh; if(combatRoleClass != None) { c.combatRole = combatRoleClass; if(combatRoleClass.default.armorClass != None) { c.armorClass = combatRoleClass.default.armorClass; combatRoleClass.default.armorClass.static.equip(c); // set mesh from TeamInfo mesh = c.team().getMeshForRole(c.combatRole, c.bIsFemale); if(mesh != None) c.LinkMesh(mesh); else log("MultiplayerGameInfo: No mesh defined for combat role "$c.combatRole$", team "$c.team()$", bIsFemale "$c.bIsFemale); // set jetpack mesh for TeamInfo jetpack = c.team().getJetpackForRole(c, c.combatRole, c.bIsFemale); if (jetpack != None) c.setJetpack(jetpack); armsMesh = c.team().getArmsMeshForRole(c.combatRole); if (armsMesh != None) c.setArmsMesh(armsMesh); } } equipped = super.equip(c); if (equipped) { c.tribesReplicationInfo.userSkinName = userSkinPath; } return equipped; } // skin helper functions static function SetSkinPreference(out Array<SkinPreferenceMapping> skinPreferences, Mesh mesh, String skinPath) { local int i; for(i = 0; i < skinPreferences.Length; ++i) { if(mesh == skinPreferences[i].mesh) { skinPreferences[i].skin = skinPath; return; } } skinPreferences.Length = skinPreferences.Length + 1; skinPreferences[skinPreferences.Length - 1].mesh = mesh; skinPreferences[skinPreferences.Length - 1].skin = skinPath; } static function String GetSkinPreference(Array<SkinPreferenceMapping> skinPreferences, Mesh mesh) { local int i; for(i = 0; i < skinPreferences.Length; ++i) { if(mesh == skinPreferences[i].mesh) return skinPreferences[i].skin; } return ""; } |
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