rott/kf_sources/XGame/Classes/PlayerRecordClass.uc
2026-07-14 20:27:09 +07:00

46 lines
2.0 KiB
Ucode

class PlayerRecordClass extends Object
abstract
dependsOn(xUtil);
/*
PLAYERRECORDCLASS
Use PlayerRecordClass to push down player skins and meshes from the server.
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:
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
all the default properties set appropriately to setup up the character. Clan members will have to edit their user.ini file,
to change their character in the [DefaultPlayer] section, or have a .upl file with the same character definition.
The server will need to have both ReaperSkin and ReaperMod in its serverpackages.
*/
var() class<SpeciesType> Species; // Species
var() String MeshName; // Mesh type
var() String BodySkinName; // Body texture name
var() String FaceSkinName; // Face texture name
var() Material Portrait; // Menu picture
var() String TextName; // Decotext reference
var() String VoiceClassName; // voice pack class name - overrides species default
var() string Sex;
var() string Menu; // info for menu displaying characters
var() string Skeleton; // skeleton mesh, if it differs from the species default
var() string Ragdoll;
simulated static function xUtil.PlayerRecord FillPlayerRecord()
{
local xUtil.PlayerRecord PRE;
PRE.Species = Default.Species;
PRE.MeshName = Default.MeshName;
PRE.BodySkinName = Default.BodySkinName;
PRE.FaceSkinName = Default.FaceSkinName;
PRE.Portrait = Default.Portrait;
PRE.TextName = Default.TextName;
PRE.VoiceClassName = Default.VoiceClassName;
PRE.Sex = Default.Sex;
PRE.Menu = Default.Menu;
PRE.Skeleton = Default.Skeleton;
PRE.Ragdoll = Default.Ragdoll;
return PRE;
}