88 lines
2.6 KiB
Ucode
88 lines
2.6 KiB
Ucode
//=============================================================================
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/// UnrealScript Commandlet (command-line applet) class.
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///
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/// Commandlets are executed from the ucc.exe command line utility, using the
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/// following syntax:
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///
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/// UCC.exe package_name.commandlet_class_name [parm=value]...
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///
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/// for example:
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///
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/// UCC.exe Core.HelloWorldCommandlet
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/// UCC.exe Editor.MakeCommandlet
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///
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/// In addition, if you list your commandlet in the public section of your
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/// package's .int file (see Engine.int for example), then your commandlet
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/// can be executed without requiring a fully qualified name, for example:
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///
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/// UCC.exe MakeCommandlet
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///
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/// As a convenience, if a user tries to run a commandlet and the exact
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/// name he types isn't found, then ucc.exe appends the text "commandlet"
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/// onto the name and tries again. Therefore, the following shortcuts
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/// perform identically to the above:
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///
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/// UCC.exe Core.HelloWorld
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/// UCC.exe Editor.Make
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/// UCC.exe Make
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///
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/// It is also perfectly valid to call the Main method of a
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/// commandlet class directly, for example from within the body
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/// of another commandlet.
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///
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/// Commandlets are executed in a "raw" UnrealScript environment, in which
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/// the game isn't loaded, the client code isn't loaded, no levels are
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/// loaded, and no actors exist.
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//=============================================================================
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class Commandlet
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extends Object
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abstract
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transient
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noexport
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native;
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/// Command name to show for "ucc help".
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var localized string HelpCmd;
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/// Command description to show for "ucc help".
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var localized string HelpOneLiner;
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/// Usage template to show for "ucc help".
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var localized string HelpUsage;
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/// Hyperlink for more info.
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var localized string HelpWebLink;
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/// Parameters and descriptions for "ucc help <this command>".
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var localized string HelpParm[16];
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var localized string HelpDesc[16];
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/// Whether to redirect log output to console stdout.
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var bool LogToStdout;
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/// Whether to load objects required in server, client, and editor context.
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var bool IsServer, IsClient, IsEditor;
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/// Whether to load objects immediately, or only on demand.
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var bool LazyLoad;
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/// Whether to show standard error and warning count on exit.
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var bool ShowErrorCount;
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/// Whether to show Unreal banner on startup.
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var bool ShowBanner;
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/// Entry point.
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native event int Main( string Parms );
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defaultproperties
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{
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LogToStdout=true
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IsServer=true
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IsClient=true
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IsEditor=true
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LazyLoad=true
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ShowErrorCount=false
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ShowBanner=true
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}
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