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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; } defaultproperties { } |
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