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