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XUtil
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class xUtil extends Object
/* SBD Removed *** exportstructs*/
native;
struct GameTypeRecord
{
var() String GameName;
var() String ClassName;
var() String MapPrefix;
var() String Acronym;
var() String MapListType;
var() String ScreenShotName;
var() Material Screenshot;
var() String DecoTextName;
var() int DefaultGoalScore;
var() int MinGoalScore;
var() int DefaultTimeLimit;
var() int DefaultRemainingRounds;
var() int bTeamGame;
};
struct MapRecord
{
var() String LongName;
var() String ScreenShotName;
var() Material Screenshot;
var() String TextName;
var() String Filename;
var() int IdealPlayerCountMin;
var() int IdealPlayerCountMax;
var() int GoalScore;
var() int TimeLimit;
var() int FragLimit;
var() int MapIndex;
var() String SupportedGames;
var() byte bSplitScreenOK;
var() byte bNetworkOK;
};
struct WeaponRecord
{
var() string WeaponClassName;
var() string FriendlyName;
var() string AttachmentMeshName;
var() float AttachmentDrawScale;
var() string PickupMeshName;
var() byte Priority;
var() byte ExchangeFireModes;
};
struct MutatorRecord
{
var() string ClassName;
var() class<Mutator> MutClass; // not filled in by GetMutatorList()
var() string IconMaterialName;
var() Material IconMaterial; // not filled in by GetMutatorList()
var() string ConfigMenuClassName;
var() string GroupName;
var() int SinglePlayerOnly;
var() int OnByDefault;
var() localized string FriendlyName;
var() localized string Description;
var() byte bActivated;
};
//enum EWepAffinityType
//{
// WepAff_Damage,
// WepAff_Ammo,
// WepAff_FireRate,
// WepAff_Accuracy,
//};
//
//struct WepAffinityData
//{
// var() string WepString;
// var() class<Weapon> WepClass;
// var() EWepAffinityType Type;
// var() float Value;
//};
//enum ESpecies // character species, used for triggering race-specific combos
//{
// SPECIES_Alien,
// SPECIES_Bot,
// SPECIES_Egypt,
// SPECIES_Jugg,
// SPECIES_Merc,
// SPECIES_Night,
// SPECIES_None
//};
//TODO: comment on how to add data to this
struct PlayerRecord
{
var() String DefaultName; // Character's name, also used as selection tag
// var() ESpecies Species; // Species
var() String MeshName; // Mesh type
var() String BodySkinName; // Body texture name
var() String FaceSkinName; // Face texture name
var() String SoundGroupClassName; // Sound Group name
var() String GibGroupClassName; // Gib Group name
// var() WepAffinityData WepAffinity; // Weapon affinity
var() String PortraitName; // Menu picture file-name.
var() Material Portrait;
var() String TextName; // Decotext reference
var() String ClassName; // Not used, but might be of use to others
var() String SkeletonMeshName; // Mesh to swap in when skeletized by the ion cannon blast
var() int Source; // L1=0x01, L2=0x02, L3=0x04, extra=0x08
var() String VoiceClassName; // voice pack class name
var() const int RecordIndex;
var() const byte bLoaded;
};
//enum EINTPresets
//{
// EIP_L1, // League 1
// EIP_L123, // Leagues 1, 2 & 3
// EIP_L1AndExt, // League 1 & any extra
// EIP_L123AndExt, // Leagues 1, 2 & 3 & any extra
//};
//var() string LeaguePlayerRecords[3];
var Array<string> DamagedContentNames;
native final simulated static function int GetDamagedContentCount();
native final simulated static function string GetDamagedContentName(int index);
native final simulated static function ClearDamagedContent();
native(560) final simulated static function GetGameTypeList(out array<GameTypeRecord> GameTypeRecords);
native final simulated static function GetGameTypeRecord(out GameTypeRecord Record, String GameTypeName, optional bool LoadResources);
native(561) final simulated static function GetMapList(out array<MapRecord> MapRecords, optional String MapPrefix, optional bool SplitscreenOnly, optional int MapIndex );
native final simulated static function GetMapRecord(out MapRecord Record, String MapName, optional bool LoadResources);
native(562) final simulated static function GetPlayerList(out array<PlayerRecord> PlayerRecords);
native(563) final simulated static function PlayerRecord GetPlayerRecord(int index);
native(575) final simulated static function PlayerRecord GetRandPlayerRecord(optional bool bL1Only);
native(564) final simulated static function PlayerRecord FindPlayerRecord(string charName);
native final simulated static function PlayerRecord CheckLoadLimits(LevelInfo Info, int index);
native(569) final simulated static function LoadPlayerRecordResources(int index);
//native(570) final simulated static function GetWeaponList(out array<WeaponRecord> WeaponRecords);
//native(571) final simulated static function WeaponRecord FindWeaponRecord(string weaponName);
//native(572) final simulated static function UpdateWeaponRecord(WeaponRecord record);
native(573) final simulated static function GetMutatorList(out array<MutatorRecord> MutatorRecords);
//native(565) final static function bool CorrectAutoAim(out vector newAim, vector start, vector fireDir, Pawn target,
// vector aimSpot, float maxHoffset, float maxVoffset, float hitOffsetRatio);
//
//native(574) final static function bool LoadUserINI(PlayerController pc, string iniFileName, out string playerName, out string characterName);
//simulated static function int AllowedINTs(EINTPresets preset)
//{
// local int allow;
//
// switch(preset)
// {
// case EIP_L1:
// allow = 0x1;
// break;
// case EIP_L123:
// allow = 0x7;
// break;
// case EIP_L1AndExt:
// allow = 0x9;
// break;
// case EIP_L123AndExt:
// default:
// allow = 0xf;
// }
//
// return allow;
//}
//simulated static function FilterPlayerRecords(out array<PlayerRecord> filteredRecords, EINTPresets filter)
//{
// local array<PlayerRecord> allRecords;
// local int i;
//
// GetPlayerList(allRecords);
//
// for (i=0; i<allRecords.Length; i++)
// {
// if ((allRecords[i].Source & AllowedINTs(filter)) == 0)
// continue;
//
// filteredRecords[filteredRecords.Length] = allRecords[i];
// }
//}
//simulated static function string GetFavoriteWeaponName(int playerRecordIndex)
//{
// local PlayerRecord pr;
// local WeaponRecord wr;
//
// pr = GetPlayerRecord(playerRecordIndex);
// wr = FindWeaponRecord(pr.WepAffinity.WepString);
//
// return wr.FriendlyName;
//}
defaultproperties
{
}