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Gameplay.CustomPlayerLoadout

Extends
Loadout
Modifiers
native transient

Core.Object
|   
+-- Gameplay.Loadout
   |   
   +-- Gameplay.CustomPlayerLoadout

Constants Summary
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary
class<CombatRole>combatRoleClass
stringloadoutName
Array<SkinPreferenceMapping>skinPreferences
stringuserSkinPath
Inherited Variables from Gameplay.Loadout
consumableList, deployableList, grenades, packClass, weaponList
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary
SkinPreferenceMapping
mesh, skin
Inherited Structures from Gameplay.Loadout
ConsumableInfo, DeployableInfo, GrenadeInfo, WeaponInfo
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector

Functions Summary
functionbool equip (Character c))
functionString GetSkinPreference (Array<SkinPreferenceMapping> skinPreferences, Mesh mesh))
functionbool isValid (Character c, Armor a))
function SetSkinPreference (out Array<SkinPreferenceMapping> skinPreferences, Mesh mesh, String skinPath))
Inherited Functions from Gameplay.Loadout
equip, isValid
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=


Variables Detail

combatRoleClass Source code

var config class<CombatRole> combatRoleClass;

loadoutName Source code

var config string loadoutName;

skinPreferences Source code

var config Array<SkinPreferenceMapping> skinPreferences;

userSkinPath Source code

var config string userSkinPath;


Structures Detail

SkinPreferenceMapping Source code

struct SkinPreferenceMapping
{
var config Mesh mesh;
var config string skin;
};



Functions Detail

equip Source code

function bool equip ( Character c) )

GetSkinPreference Source code

static function String GetSkinPreference ( Array<SkinPreferenceMapping> skinPreferences, Mesh mesh) )

isValid Source code

function bool isValid ( Character c, Armor a) )

SetSkinPreference Source code

static function SetSkinPreference ( out Array<SkinPreferenceMapping> skinPreferences, Mesh mesh, String skinPath) )



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Creation time: st 23.5.2018 00:10:29.210 - Created with UnCodeX