46 lines
2.0 KiB
Ucode
46 lines
2.0 KiB
Ucode
class PlayerRecordClass extends Object
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abstract
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dependsOn(xUtil);
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/*
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PLAYERRECORDCLASS
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Use PlayerRecordClass to push down player skins and meshes from the server.
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For example, if the Reaper clan was running a server, and had their own clan skin, in ReaperSkin.utx, here's what they'd need to do:
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Create a new ReaperMod.u file, with the class Reaper in it. The package name must be the class name with "mod" appended. Reaper is a subclass of PlayerRecordClass, with
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all the default properties set appropriately to setup up the character. Clan members will have to edit their user.ini file,
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to change their character in the [DefaultPlayer] section, or have a .upl file with the same character definition.
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The server will need to have both ReaperSkin and ReaperMod in its serverpackages.
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*/
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var() class<SpeciesType> Species; // Species
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var() String MeshName; // Mesh type
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var() String BodySkinName; // Body texture name
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var() String FaceSkinName; // Face texture name
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var() Material Portrait; // Menu picture
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var() String TextName; // Decotext reference
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var() String VoiceClassName; // voice pack class name - overrides species default
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var() string Sex;
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var() string Menu; // info for menu displaying characters
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var() string Skeleton; // skeleton mesh, if it differs from the species default
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var() string Ragdoll;
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simulated static function xUtil.PlayerRecord FillPlayerRecord()
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{
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local xUtil.PlayerRecord PRE;
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PRE.Species = Default.Species;
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PRE.MeshName = Default.MeshName;
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PRE.BodySkinName = Default.BodySkinName;
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PRE.FaceSkinName = Default.FaceSkinName;
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PRE.Portrait = Default.Portrait;
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PRE.TextName = Default.TextName;
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PRE.VoiceClassName = Default.VoiceClassName;
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PRE.Sex = Default.Sex;
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PRE.Menu = Default.Menu;
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PRE.Skeleton = Default.Skeleton;
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PRE.Ragdoll = Default.Ragdoll;
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return PRE;
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}
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