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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * UnrealScript Commandlet (command-line applet) class. * * Commandlets are executed from the ucc.exe command line utility, using the * following syntax: * * yourgame.exe package_name.commandlet_class_name [parm=value]... * * for example: * * yourgame.exe Core.HelloWorldCommandlet * yourgame.exe Editor.MakeCommandlet * * As a convenience, if a user tries to run a commandlet and the exact * name he types isn't found, then ucc.exe appends the text "commandlet" * onto the name and tries again. Therefore, the following shortcuts * perform identically to the above: * * yourgame.exe Core.HelloWorld * yourgame.exe Editor.Make * * Commandlets are executed in a "raw" UnrealScript environment, in which * the game isn't loaded, the client code isn't loaded, no levels are * loaded, and no actors exist. */ class Commandlet extends Object abstract transient native; /** Description of the commandlet's purpose */ var localized string HelpDescription; /** Usage template to show for "ucc help" */ var localized string HelpUsage; /** Hyperlink for more info */ var localized string HelpWebLink; /** The name of the parameter the commandlet takes */ var localized array<string> HelpParamNames; /** The description of the parameter */ var localized array<string> HelpParamDescriptions; /** * Whether to load objects required in server, client, and editor context. If IsEditor is set to false, then a * UGameEngine (or whatever the value of Engine.Engine.GameEngine is) will be created for the commandlet instead * of a UEditorEngine (or Engine.Engine.EditorEngine), unless the commandlet overrides the CreateCustomEngine method. */ var bool IsServer, IsClient, IsEditor; /** Whether to redirect standard log to the console */ var bool LogToConsole; /** Whether to show standard error and warning count on exit */ var bool ShowErrorCount; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * Entry point for your commandlet * * @param Params the string containing the parameters for the commandlet */ native event int Main( string Params ); defaultproperties { IsServer=True IsClient=True IsEditor=True ShowErrorCount=True Name="Default__Commandlet" ObjectArchetype=Object'Core.Default__Object' } |
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