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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
string | loadoutName
Array<SkinPreferenceMapping> | skinPreferences
string | userSkinPath

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
| bool | equip (Character c))
| String | GetSkinPreference (Array<SkinPreferenceMapping> skinPreferences, Mesh mesh))
| bool | isValid (Character c, Armor a))
|  | 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