Class ExtCharDataInfo extends Object config(Game) perobjectconfig DependsOn(ExtPlayerReplicationInfo); var config byte HeadMeshIndex,HeadSkinIndex,BodyMeshIndex,BodySkinIndex,AttachmentMesh0,AttachmentSkin0,AttachmentMesh1,AttachmentSkin1,AttachmentMesh2,AttachmentSkin2,HasInit; final function FMyCustomChar LoadData() { local FMyCustomChar R; if (HasInit==0) { AttachmentMesh0 = 255; AttachmentMesh1 = 255; AttachmentMesh2 = 255; } R.HeadMeshIndex = HeadMeshIndex; R.HeadSkinIndex = HeadSkinIndex; R.BodyMeshIndex = BodyMeshIndex; R.BodySkinIndex = BodySkinIndex; R.AttachmentMeshIndices[0] = AttachmentMesh0; R.AttachmentSkinIndices[0] = AttachmentSkin0; R.AttachmentMeshIndices[1] = AttachmentMesh1; R.AttachmentSkinIndices[1] = AttachmentSkin1; R.AttachmentMeshIndices[2] = AttachmentMesh2; R.AttachmentSkinIndices[2] = AttachmentSkin2; return R; } final function SaveData(FMyCustomChar R) { HeadMeshIndex = R.HeadMeshIndex; HeadSkinIndex = R.HeadSkinIndex; BodyMeshIndex = R.BodyMeshIndex; BodySkinIndex = R.BodySkinIndex; AttachmentMesh0 = R.AttachmentMeshIndices[0]; AttachmentSkin0 = R.AttachmentSkinIndices[0]; AttachmentMesh1 = R.AttachmentMeshIndices[1]; AttachmentSkin1 = R.AttachmentSkinIndices[1]; AttachmentMesh2 = R.AttachmentMeshIndices[2]; AttachmentSkin2 = R.AttachmentSkinIndices[2]; HasInit = 1; SaveConfig(); } defaultproperties { }