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Gameplay.Loadout

Extends
Object
Modifiers
native editinlinenew perobjectconfig config ( profiles )

Core.Object
|   
+-- Gameplay.Loadout

Direct Known Subclasses:

CustomPlayerLoadout, Test2Loadout, TestLoadout

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
Loadout
Array<ConsumableInfo>consumableList
Array<DeployableInfo>deployableList
GrenadeInfogrenades
class<Pack>packClass
Array<WeaponInfo>weaponList
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

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

Structures Summary
ConsumableInfo
consumableClass, amount
DeployableInfo
deployableClass, amount
GrenadeInfo
grenadeClass, ammo
WeaponInfo
weaponClass, ammo
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))
functionbool isValid (Character c, Armor a))
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

Loadout

consumableList Source code

var(Loadout) config editinline Array<ConsumableInfo> consumableList;

deployableList Source code

var(Loadout) config editinline Array<DeployableInfo> deployableList;
NOT IMPLEMENTED

grenades Source code

var(Loadout) config editinline GrenadeInfo grenades;

packClass Source code

var(Loadout) config class<Pack> packClass;
NOT IMPLEMENTED

weaponList Source code

var(Loadout) config editinline Array<WeaponInfo> weaponList;


Structures Detail

ConsumableInfo Source code

struct ConsumableInfo
{
var(Loadout) int amount;
var(Loadout) class<Consumable> consumableClass;
};


DeployableInfo Source code

struct DeployableInfo
{
var(Loadout) int amount;
var(Loadout) class<Deployable> deployableClass;
};

amount:
NOT IMPLEMENTED Set this field to zero to use the deployable's ammo amount
deployableClass:
NOT IMPLEMENTED

GrenadeInfo Source code

struct GrenadeInfo
{
var(Loadout) int ammo;
var(Loadout) class<HandGrenade> grenadeClass;
};

ammo:
Set this field to zero to use the weapon's ammo amount

WeaponInfo Source code

struct WeaponInfo
{
var(Loadout) int ammo;
var(Loadout) class<Weapon> weaponClass;
};

ammo:
Set this field to zero to use the weapon's ammo amount


Functions Detail

equip Source code

function bool equip ( Character c) )

isValid Source code

function bool isValid ( Character c, Armor a) )



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Creation time: st 23.5.2018 00:10:31.856 - Created with UnCodeX