UE2:Object (UT2004): Difference between revisions

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| package = Core
| package = Core
}}
}}
{{autogenerated}}
The base class all objects. Because all other classes directly or indirectly inherit from the Object class, all constants, enums, structs, functions and operators defined here could be called "global" constants, enums, etc.
Object: The base class all objects.
This is a built-in Unreal class and it shouldn't be modified.


==Constants==
==Constants==
Line 40: Line 38:
'''Value:''' 0x00400000
'''Value:''' 0x00400000


<!-- enter constant description -->
Don't load for editor.


====MaxInt====
====MaxInt====
'''Value:''' 0x7fffffff
'''Value:''' 0x7fffffff


<!-- enter constant description -->
Maximum possible [[int]] value in [[UnrealScript]]. The minimum possible int value is 0x80000000 or <code>~MaxInt</code>. (That's a tilde, the {{tl|~int||Object operators|bitwise complement operator}}.)


====Pi====
====Pi====
'''Value:''' 3.1415926535897932
'''Value:''' 3.1415926535897932


<!-- enter constant description -->
The closest approximation of [[wp:Pi|Pi]] that fits into [[UnrealScript]]'s [[float]] type.


==Properties==
==Properties==
Line 59: Line 57:
'''[[Variables#Modifiers|Modifiers]]:''' native, const, editconst, noexport
'''[[Variables#Modifiers|Modifiers]]:''' native, const, editconst, noexport


<!-- enter variable description -->
The name of this object. An object's name is defined when the object is created and it's impossible to change later at runtime.


===Internal variables===
===Internal variables===
Line 67: Line 65:
'''[[Variables#Modifiers|Modifiers]]:''' native, const, editconst
'''[[Variables#Modifiers|Modifiers]]:''' native, const, editconst


<!-- enter variable description -->
The class of this object.


====ObjectFlags====
====ObjectFlags====
Line 74: Line 72:
'''[[Variables#Modifiers|Modifiers]]:''' native, const
'''[[Variables#Modifiers|Modifiers]]:''' native, const


<!-- enter variable description -->
Internal flags of this object.


====ObjectInternal====
====ObjectInternal====
Line 83: Line 81:
'''[[Variables#Modifiers|Modifiers]]:''' native, private, const
'''[[Variables#Modifiers|Modifiers]]:''' native, private, const


<!-- enter variable description -->
Other internal data for this object.


====Outer====
====Outer====
Line 90: Line 88:
'''[[Variables#Modifiers|Modifiers]]:''' native, const
'''[[Variables#Modifiers|Modifiers]]:''' native, const


<!-- enter variable description -->
The outer object containing this object. For resources like {{cl|Texture}}s this is usually the package or group, for {{cl|Actor}}s this is usually the map package of the level currently being played.


==Enums==
==Enums==
====EAxis====
====EAxis====
<!-- enter enum description -->
Coordinate axes.
; AXIS_X : <!-- enter enum value description -->
; AXIS_X : The X axis.
; AXIS_Y : <!-- enter enum value description -->
; AXIS_Y : The Y axis.
; AXIS_Z : <!-- enter enum value description -->
; AXIS_Z : The Z axis.


====ECamOrientation====
====ECamOrientation====
<!-- enter enum description -->
Camera orientations.
; CAMORIENT_None : <!-- enter enum value description -->
; CAMORIENT_None : <!-- enter enum value description -->
; CAMORIENT_LookAtActor : <!-- enter enum value description -->
; CAMORIENT_LookAtActor : <!-- enter enum value description -->
Line 108: Line 106:


====EDetailMode====
====EDetailMode====
<!-- enter enum description -->
World and physics detail modes.
; DM_Low : <!-- enter enum value description -->
; DM_Low : Low detail.
; DM_High : <!-- enter enum value description -->
; DM_High : Normal detail.
; DM_SuperHigh : <!-- enter enum value description -->
; DM_SuperHigh : Highest detail.


====EDrawPivot====
====EDrawPivot====
<!-- enter enum description -->
Draw pivot positions, e.g. for aligning text or materials.
; DP_UpperLeft : <!-- enter enum value description -->
; DP_UpperLeft : Upper left corner.
; DP_UpperMiddle : <!-- enter enum value description -->
; DP_UpperMiddle : Center of upper side.
; DP_UpperRight : <!-- enter enum value description -->
; DP_UpperRight : Upper right corner.
; DP_MiddleRight : <!-- enter enum value description -->
; DP_MiddleRight : Center of right side.
; DP_LowerRight : <!-- enter enum value description -->
; DP_LowerRight : Lower right corner.
; DP_LowerMiddle : <!-- enter enum value description -->
; DP_LowerMiddle : Center of lower side.
; DP_LowerLeft : <!-- enter enum value description -->
; DP_LowerLeft : Lower left corner.
; DP_MiddleLeft : <!-- enter enum value description -->
; DP_MiddleLeft : Center of left side.
; DP_MiddleMiddle : <!-- enter enum value description -->
; DP_MiddleMiddle : Center of entire object.


====ESheerAxis====
====ESheerAxis====
<!-- enter enum description -->
<!-- enter enum description -->
; SHEER_None :
; SHEER_XY :
; SHEER_XZ :
; SHEER_YX :
; SHEER_YZ :
; SHEER_ZX :
; SHEER_ZY :


==Structs==
==Structs==
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{{code|static final function '''EatStr''' (out&nbsp;[[string]]&nbsp;'''Dest''', out&nbsp;[[string]]&nbsp;'''Source''', [[int]]&nbsp;'''Num''')}}
{{code|static final function '''EatStr''' (out&nbsp;[[string]]&nbsp;'''Dest''', out&nbsp;[[string]]&nbsp;'''Source''', [[int]]&nbsp;'''Num''')}}


<!-- enter function description -->
Removes ''Num'' characters from the start of ''Source'' and appends them to ''Dest''. If the source string contains less than the specified number of characters, all of them are appended to the destination string.


====GetItemName====
====GetItemName====
{{code|simulated static function [[string]]&nbsp;'''GetItemName''' ([[string]]&nbsp;'''FullName''')}}
{{code|simulated static function [[string]]&nbsp;'''GetItemName''' ([[string]]&nbsp;'''FullName''')}}


<!-- enter function description -->
Returns the last part of a dot-separated full object name.
 
Note that <code>GetItemName(string(SomeObjectReference))</code> is the same as <code>string(SomeObjectReference.Name)</code>, as long as the object reference is not ''None''.


====ReplaceText====
====ReplaceText====
{{code|simulated static final function '''ReplaceText''' (out&nbsp;[[string]]&nbsp;'''Text''', [[string]]&nbsp;'''Replace''', [[string]]&nbsp;'''With''')}}
{{code|simulated static final function '''ReplaceText''' (out&nbsp;[[string]]&nbsp;'''Text''', [[string]]&nbsp;'''Replace''', [[string]]&nbsp;'''With''')}}


<!-- enter function description -->
Modifies ''Text'' by replacing every occurrences of ''Replace'' with ''With''. Only occurrences in the original text are replaced, additional occurrences created as a result of a replacement are ignored.


===Iterator functions===
===Iterator functions===
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{{code|native(197) final iterator function '''AllObjects''' ([[Types#Class|Class]]&nbsp;'''baseClass''', out&nbsp;{{cl|Object}}&nbsp;'''obj''')}}
{{code|native(197) final iterator function '''AllObjects''' ([[Types#Class|Class]]&nbsp;'''baseClass''', out&nbsp;{{cl|Object}}&nbsp;'''obj''')}}


<!-- enter function description -->
Iterates over the engine's internal object list and returns all objects of the specified class and all of its subclasses.
 
'''Note:''' This iterator is much more expensive than {{tl|AllActors||Actor}}. Use it only when you have no other choice and select the base class very carefully.


===Native functions===
===Native functions===
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{{code|native(537) final function '''ClearConfig''' (optional&nbsp;[[string]]&nbsp;'''PropName''')}}
{{code|native(537) final function '''ClearConfig''' (optional&nbsp;[[string]]&nbsp;'''PropName''')}}


<!-- enter function description -->
Clears the entire config section or only the configuration for the specified property and reloads the default value. For [[PerObjectConfig]] classes, only the config section for this object is cleared. Globalconfig properties are not affected unless they are declared in this object's class.


====Disable====
====Disable====
{{code|native(118) final function '''Disable''' ([[name]]&nbsp;'''ProbeFunc''')}}
{{code|native(118) final function '''Disable''' ([[name]]&nbsp;'''ProbeFunc''')}}


<!-- enter function description -->
Disables the specified [[probe function]]. Invalid names, including names of non-probe functions, will generate a log warning.


====Enable====
====Enable====
{{code|native(117) final function '''Enable''' ([[name]]&nbsp;'''ProbeFunc''')}}
{{code|native(117) final function '''Enable''' ([[name]]&nbsp;'''ProbeFunc''')}}


<!-- enter function description -->
Enables the specified [[probe function]]. Invalid names, including names of non-probe functions, will generate a log warning.


====GetPropertyText====
====GetPropertyText====
{{code|native final function [[string]]&nbsp;'''GetPropertyText''' ([[string]]&nbsp;'''PropName''')}}
{{code|native final function [[string]]&nbsp;'''GetPropertyText''' ([[string]]&nbsp;'''PropName''')}}


<!-- enter function description -->
Returns the value of the specified property as a string. The result may differ from the value [[typecast]]ed to string. Especially arrays and all kinds of structs can be converted to a string representation. This function will return an empty string if the specified property doesn't exist or is not public.


====GetReferencers====
====GetReferencers====
{{code|native final function '''GetReferencers''' ({{cl|Object}}&nbsp;'''Target''', out&nbsp;[[array]]<{{cl|Object}}>&nbsp;'''Referencers''')}}
{{code|native final function '''GetReferencers''' ({{cl|Object}}&nbsp;'''Target''', out&nbsp;[[array]]<{{cl|Object}}>&nbsp;'''Referencers''')}}


<!-- enter function description -->
Builds a list of objects referencing the specified object.


====GetStateName====
====GetStateName====
{{code|native(284) final function [[name]]&nbsp;'''GetStateName''' ()}}
{{code|native(284) final function [[name]]&nbsp;'''GetStateName''' ()}}


<!-- enter function description -->
Returns the name of the object's current [[state]].


====GotoState====
====GotoState====
{{code|native(113) final function '''GotoState''' (optional&nbsp;[[name]]&nbsp;'''NewState''', optional&nbsp;[[name]]&nbsp;'''Label''')}}
{{code|native(113) final function '''GotoState''' (optional&nbsp;[[name]]&nbsp;'''NewState''', optional&nbsp;[[name]]&nbsp;'''Label''')}}


<!-- enter function description -->
Switches to a new [[state]] and optionally starts executing that state's [[state code]] at the specified [[label]]. If the object previously was in a state, that state's {{tl|EndState}}() event is called right before the state switch. If a valid ''NewState'' name was specified, that new state's {{tl|BeginState}}() event is called right after the state switch.
 
'''Parameters:'''
* ''NewState'' - The new state's name. If the empty name <code><nowiki>''</nowiki></code> was specified, the object will be in the null state after the switch and no BeginState() event is executed. The special name <code>'Auto'</code> is a synonym for the state with the ''auto'' modifier. This parameter defaults to the current state's name if omitted.
* ''Label'' - The state label to begin state code execution at. Defaults to <code>'Begin'</code> if omitted. Unless the label was omitted, an invalid label name will generate a log warning.


====IsA====
====IsA====
{{code|native(303) final function [[bool]]&nbsp;'''IsA''' ([[name]]&nbsp;'''ClassName''')}}
{{code|native(303) final function [[bool]]&nbsp;'''IsA''' ([[name]]&nbsp;'''ClassName''')}}


<!-- enter function description -->
Returns ''True'' if the object's {{tl|Class}} name equals ''ClassName'' or if the object's class directly or indirectly extends a class with that name.


====IsInState====
====IsInState====
{{code|native(281) final function [[bool]]&nbsp;'''IsInState''' ([[name]]&nbsp;'''TestState''')}}
{{code|native(281) final function [[bool]]&nbsp;'''IsInState''' ([[name]]&nbsp;'''TestState''')}}


<!-- enter function description -->
Returns ''True'' if the object's current [[state]]'s name equals ''TestState'' or if the current state directly or indirectly extends a parent state with that name.


====IsOnConsole====
====IsOnConsole====
{{code|native final function [[bool]]&nbsp;'''IsOnConsole''' ()}}
{{code|native final function [[bool]]&nbsp;'''IsOnConsole''' ()}}


<!-- enter function description -->
Returns ''True'' if the game runs on a console platform, e.g. Xbox.


====IsSoaking====
====IsSoaking====
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{{code|native final function [[bool]]&nbsp;'''PlatformIs64Bit''' ()}}
{{code|native final function [[bool]]&nbsp;'''PlatformIs64Bit''' ()}}


<!-- enter function description -->
Returns ''True'' if the game runs through its 64bit binaries. With 32bit game binaries this function always returns ''False'', even if the underlying operating system and hardware are 64bit.


====PlatformIsMacOS====
====PlatformIsMacOS====
{{code|native final function [[bool]]&nbsp;'''PlatformIsMacOS''' ()}}
{{code|native final function [[bool]]&nbsp;'''PlatformIsMacOS''' ()}}


<!-- enter function description -->
Returns ''True'' if the game runs under MacOS.


====PlatformIsUnix====
====PlatformIsUnix====
{{code|native final function [[bool]]&nbsp;'''PlatformIsUnix''' ()}}
{{code|native final function [[bool]]&nbsp;'''PlatformIsUnix''' ()}}


<!-- enter function description -->
Returns ''True'' if the game runs on a 32bit or 64bit Unix platform, e.g. Linux.


====PlatformIsWindows====
====PlatformIsWindows====
{{code|native final function [[bool]]&nbsp;'''PlatformIsWindows''' ()}}
{{code|native final function [[bool]]&nbsp;'''PlatformIsWindows''' ()}}


<!-- enter function description -->
Returns ''True'' if the game runs on a 32bit or 64bit Windows platform.


====SaveConfig====
====SaveConfig====
{{code|native(536) final function '''SaveConfig''' ()}}
{{code|native(536) final function '''SaveConfig''' ()}}


<!-- enter function description -->
Saves this objects configurable properties. For [[PerObjectConfig]] classes, the values of configurable properties are written to a separate section labeled with this object's name and its class name. For other classes, the values of configurable properties are written to the object's class config section and also become the class default values. Values of globalconfig properties are written to the config section of the class that declared the property.


====SetPropertyText====
====SetPropertyText====
{{code|native final function [[bool]]&nbsp;'''SetPropertyText''' ([[string]]&nbsp;'''PropName''', [[string]]&nbsp;'''PropValue''')}}
{{code|native final function [[bool]]&nbsp;'''SetPropertyText''' ([[string]]&nbsp;'''PropName''', [[string]]&nbsp;'''PropValue''')}}


<!-- enter function description -->
Sets the value of the specified property. The format of the ''PropValue'' is similar to the return value of the {{tl|GetPropertyText}}() function. If the specfied property doesn't exist, is declared with the ''const'' modifier or not public, no new value is assigned. SetPropertyText() will return ''False'' in this case.
 
Note that the return value ''True'' does not automatically mean that a valid new value was assigned to the property. An invalidly formatted value string could have unpredictable results. Depending on the type of property, nothing could happen at all, a null value may be assigned or even only a partial value, especially for [[struct]] properties.


===Events===
===Events===
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{{code|event '''BeginState''' ()}}
{{code|event '''BeginState''' ()}}


<!-- enter event description -->
Called for the new [[state]] right after the state switch before {{tl|GotoState}}() returns.


====Created====
====Created====
{{code|event '''Created''' ()}}
{{code|event '''Created''' ()}}


<!-- enter event description -->
Called for non-{{cl|Actor}} objects right before the [[new]] operator returns.


====EndState====
====EndState====
{{code|event '''EndState''' ()}}
{{code|event '''EndState''' ()}}


<!-- enter event description -->
Called for the old [[state]] right before the state switch during {{tl|GotoState}}().


===Other instance functions===
===Other instance functions===
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{{code|final function [[float]]&nbsp;'''RandRange''' ([[float]]&nbsp;'''Min''', [[float]]&nbsp;'''Max''')}}
{{code|final function [[float]]&nbsp;'''RandRange''' ([[float]]&nbsp;'''Min''', [[float]]&nbsp;'''Max''')}}


<!-- enter function description -->
Returns a random float value between ''Min'' and ''Max''. Since this is an instance functions, you will have to use {{tl|FRand||Object static native functions}}() to generate the desired range of values:
<uscript>Min + (Max - Min) * FRand()</uscript>


==Operators==
==Operators==
See {{cl|Object operators}}.
See {{cl|Object operators}}.

Latest revision as of 11:51, 5 December 2008

UT2004 Object
Package:
Core
Direct subclasses:
WebApplication, BrowserFilters, GUI, Actor, AdminBase, AnimEditProps, AnimNotifyProps, AnimNotify, Bitmap, BrushBuilder, CacheManager, CameraEffect, Canvas, ChallengeGame, CheatManager, Commandlet, CrosshairPack, CustomBotConfig, CustomFilter, CustomLadderInfo, DecoText, DrawOpBase, GameConfigSet, GameProfile, PlayerRecordClass, I3DL2Listener, Interactions, KarmaParamsCollision, LIPSincAnimProps, LIPSincControllerProps, LIPSincPrefsProps, LadderInfo, LevelSummary, ListItem, Locale, LogEntry, Manifest, MapVoteHistory, MaplistRecord, MatObject, MatchConfig, MatchInfo, MaterialFactory, Material, MeshObject, NotifyProperties, ONSPowerLinkCustomSetup, ObjectArray, ObjectPool, Palette, ParticleEmitter, PlayInfo, PlayerInput, Player, PropertyManagerBase, ReachSpec, Resource, RosterEntry, SPHighScoreBase, SPProfileExporter, SVehicleWheel, ScriptedAction, SequEditProps, SkaarjMeshes, SkelPrefsEditProps, Sound, SpeciesType, Spline, StreamBase, StringArray, Subsystem, TextToSpeechAlias, Time, UT2K4RosterGroup, WeaponFire, WebRequest, WebResponse, WebSkin, XAdminBase, XPawnGibGroup, XPawnSoundGroup, XPrivilegeBase, XUtil, Primitive, Factory, Font, MeshAnimation
Known custom subclasses:
Crusha/UltimateMappingTools, Crusha/UltimateMappingTools/UltimateMathAux
This class in other games:

The base class all objects. Because all other classes directly or indirectly inherit from the Object class, all constants, enums, structs, functions and operators defined here could be called "global" constants, enums, etc.

Constants

RF_Transactional

Value: 0x00000001

Supports editor undo/redo.

RF_Public

Value: 0x00000004

Can be referenced by external package files.

RF_Transient

Value: 0x00004000

Can't be saved or loaded.

RF_Standalone

Value: 0x00080000

Keep object around for editing even if unreferenced.

RF_NotForClient

Value: 0x00100000

Don't load for game client.

RF_NotForServer

Value: 0x00200000

Don't load for game server.

RF_NotForEdit

Value: 0x00400000

Don't load for editor.

MaxInt

Value: 0x7fffffff

Maximum possible int value in UnrealScript. The minimum possible int value is 0x80000000 or ~MaxInt. (That's a tilde, the bitwise complement operator.)

Pi

Value: 3.1415926535897932

The closest approximation of Pi that fits into UnrealScript's float type.

Properties

Property group 'Object'

Name

Type: name

Modifiers: native, const, editconst, noexport

The name of this object. An object's name is defined when the object is created and it's impossible to change later at runtime.

Internal variables

Class

Type: Class

Modifiers: native, const, editconst

The class of this object.

ObjectFlags

Type: int

Modifiers: native, const

Internal flags of this object.

ObjectInternal

Type: pointer

Array size: 7

Modifiers: native, private, const

Other internal data for this object.

Outer

Type: Object

Modifiers: native, const

The outer object containing this object. For resources like Textures this is usually the package or group, for Actors this is usually the map package of the level currently being played.

Enums

EAxis

Coordinate axes.

AXIS_X
The X axis.
AXIS_Y
The Y axis.
AXIS_Z
The Z axis.

ECamOrientation

Camera orientations.

CAMORIENT_None
CAMORIENT_LookAtActor
CAMORIENT_FacePath
CAMORIENT_Interpolate
CAMORIENT_Dolly

EDetailMode

World and physics detail modes.

DM_Low
Low detail.
DM_High
Normal detail.
DM_SuperHigh
Highest detail.

EDrawPivot

Draw pivot positions, e.g. for aligning text or materials.

DP_UpperLeft
Upper left corner.
DP_UpperMiddle
Center of upper side.
DP_UpperRight
Upper right corner.
DP_MiddleRight
Center of right side.
DP_LowerRight
Lower right corner.
DP_LowerMiddle
Center of lower side.
DP_LowerLeft
Lower left corner.
DP_MiddleLeft
Center of left side.
DP_MiddleMiddle
Center of entire object.

ESheerAxis

SHEER_None
SHEER_XY
SHEER_XZ
SHEER_YX
SHEER_YZ
SHEER_ZX
SHEER_ZY

Structs

See Object structs.

Functions

Static native functions

See Object static native functions.

Other static functions

EatStr

static final function EatStr (out string Dest, out string Source, int Num)

Removes Num characters from the start of Source and appends them to Dest. If the source string contains less than the specified number of characters, all of them are appended to the destination string.

GetItemName

simulated static function string GetItemName (string FullName)

Returns the last part of a dot-separated full object name.

Note that GetItemName(string(SomeObjectReference)) is the same as string(SomeObjectReference.Name), as long as the object reference is not None.

ReplaceText

simulated static final function ReplaceText (out string Text, string Replace, string With)

Modifies Text by replacing every occurrences of Replace with With. Only occurrences in the original text are replaced, additional occurrences created as a result of a replacement are ignored.

Iterator functions

AllObjects

native(197) final iterator function AllObjects (Class baseClass, out Object obj)

Iterates over the engine's internal object list and returns all objects of the specified class and all of its subclasses.

Note: This iterator is much more expensive than AllActors. Use it only when you have no other choice and select the base class very carefully.

Native functions

ClearConfig

native(537) final function ClearConfig (optional string PropName)

Clears the entire config section or only the configuration for the specified property and reloads the default value. For PerObjectConfig classes, only the config section for this object is cleared. Globalconfig properties are not affected unless they are declared in this object's class.

Disable

native(118) final function Disable (name ProbeFunc)

Disables the specified probe function. Invalid names, including names of non-probe functions, will generate a log warning.

Enable

native(117) final function Enable (name ProbeFunc)

Enables the specified probe function. Invalid names, including names of non-probe functions, will generate a log warning.

GetPropertyText

native final function string GetPropertyText (string PropName)

Returns the value of the specified property as a string. The result may differ from the value typecasted to string. Especially arrays and all kinds of structs can be converted to a string representation. This function will return an empty string if the specified property doesn't exist or is not public.

GetReferencers

native final function GetReferencers (Object Target, out array<ObjectReferencers)

Builds a list of objects referencing the specified object.

GetStateName

native(284) final function name GetStateName ()

Returns the name of the object's current state.

GotoState

native(113) final function GotoState (optional name NewState, optional name Label)

Switches to a new state and optionally starts executing that state's state code at the specified label. If the object previously was in a state, that state's EndState() event is called right before the state switch. If a valid NewState name was specified, that new state's BeginState() event is called right after the state switch.

Parameters:

  • NewState - The new state's name. If the empty name '' was specified, the object will be in the null state after the switch and no BeginState() event is executed. The special name 'Auto' is a synonym for the state with the auto modifier. This parameter defaults to the current state's name if omitted.
  • Label - The state label to begin state code execution at. Defaults to 'Begin' if omitted. Unless the label was omitted, an invalid label name will generate a log warning.

IsA

native(303) final function bool IsA (name ClassName)

Returns True if the object's Class name equals ClassName or if the object's class directly or indirectly extends a class with that name.

IsInState

native(281) final function bool IsInState (name TestState)

Returns True if the object's current state's name equals TestState or if the current state directly or indirectly extends a parent state with that name.

IsOnConsole

native final function bool IsOnConsole ()

Returns True if the game runs on a console platform, e.g. Xbox.

IsSoaking

native final function bool IsSoaking ()


PlatformIs64Bit

native final function bool PlatformIs64Bit ()

Returns True if the game runs through its 64bit binaries. With 32bit game binaries this function always returns False, even if the underlying operating system and hardware are 64bit.

PlatformIsMacOS

native final function bool PlatformIsMacOS ()

Returns True if the game runs under MacOS.

PlatformIsUnix

native final function bool PlatformIsUnix ()

Returns True if the game runs on a 32bit or 64bit Unix platform, e.g. Linux.

PlatformIsWindows

native final function bool PlatformIsWindows ()

Returns True if the game runs on a 32bit or 64bit Windows platform.

SaveConfig

native(536) final function SaveConfig ()

Saves this objects configurable properties. For PerObjectConfig classes, the values of configurable properties are written to a separate section labeled with this object's name and its class name. For other classes, the values of configurable properties are written to the object's class config section and also become the class default values. Values of globalconfig properties are written to the config section of the class that declared the property.

SetPropertyText

native final function bool SetPropertyText (string PropName, string PropValue)

Sets the value of the specified property. The format of the PropValue is similar to the return value of the GetPropertyText() function. If the specfied property doesn't exist, is declared with the const modifier or not public, no new value is assigned. SetPropertyText() will return False in this case.

Note that the return value True does not automatically mean that a valid new value was assigned to the property. An invalidly formatted value string could have unpredictable results. Depending on the type of property, nothing could happen at all, a null value may be assigned or even only a partial value, especially for struct properties.

Events

BeginState

event BeginState ()

Called for the new state right after the state switch before GotoState() returns.

Created

event Created ()

Called for non-Actor objects right before the new operator returns.

EndState

event EndState ()

Called for the old state right before the state switch during GotoState().

Other instance functions

RandRange

final function float RandRange (float Min, float Max)

Returns a random float value between Min and Max. Since this is an instance functions, you will have to use FRand() to generate the desired range of values: <uscript>Min + (Max - Min) * FRand()</uscript>

Operators

See Object operators.