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# Gameplay.SkinInfo

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    // This class defines data used to build the selection of skins available to a user at an inventory station
    // Skin authors should inherit from the class and store the new classes in the skin's package file
    class SkinInfo extends Engine.Info
    	native;

    var() Array<Material>	meshSkins;
    var() Array<Material>	jetpackSkins;
    var() Array<Material>	armsSkins;
    var() Mesh				applicableMesh;

    // applies the skin to a character.
    // the default SkinInfo class should set the character's skin to defaults.
    static function applyToCharacter(Actor c)
    {
    	local int i;

    	// clear existing skin settings
    	for (i = 0; i < c.skins.Length; i++)
    		c.skins[i] = None;

    	// set new skin
    	for (i = 0; i < default.meshSkins.Length; i++)
    		c.Skins[i] = default.meshSkins[i];
    }

    static function applyToJetpack(Actor j)
    {
    	local int i;

    	// clear existing skin settings
    	for (i = 0; i < j.skins.Length; i++)
    		j.skins[i] = None;

    	// set new skin
    	for (i = 0; i < default.jetpackSkins.Length; i++)
    		j.Skins[i] = default.jetpackSkins[i];
    }

    static function applyToArms(Actor a)
    {
    	local int i;

    	// clear existing skin settings
    	for (i = 0; i < a.skins.Length; i++)
    		a.skins[i] = None;

    	// set new skin
    	for (i = 0; i < default.armsSkins.Length; i++)
    		a.Skins[i] = default.armsSkins[i];
    }

    // returns true if the skin class can be used with the given team and role
    static function bool isApplicable(Mesh mesh)
    {
    	return mesh == default.applicableMesh;
    }

    // loads all skin info objects from the skins directory
    native static function loadAllSkins(LevelInfo l);

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Class file time: ne 5.9.2004 15:53:14.000 - Creation time: st 23.5.2018 00:10:47.105 - Created with UnCodeX