Object: Difference between revisions

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(Added properties and operators (experimenting with layout))
(Altered formatting and corrected package name)
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{{KFClassInfo|Class|name=Object|pkg=Engine}}
{{KFClassInfo|Class|name=Object|pkg=Core}}


Object is the root class, and all other classes are either directly or indirectly derived from it. One of the most important classes, [[actor]], is derived from it.
Object is the root class, and all other classes are either directly or indirectly derived from it. One of the most important classes, [[actor]], is derived from it.
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'''object Outer'''
'''object Outer'''
: <<Description>>
: <<Description>>
'''name Name'''
'''nameName'''
: Name of object. If the game is launched with the ''makenames'' command line option this will be unique per-object.
: Name of object. If the game is launched with the ''makenames'' command line option this will be unique per-object.


== Operators ==
== Operators ==
{{begin code}}
<small>{{begin code}}
{{Col-begin}}
{{Col-begin}}
{{Col-break|width=33%}}<div style="padding: 10px;">
{{Col-break|width=33%}}<div style="padding-right: 10px;">bool ! (bool A)
bool ! (bool A)<br/>
bool != (int A, int B)
bool != (int A, int B)<br/>
bool != (string A, string B)
bool != (string A, string B)<br/>
bool != (rotator A, rotator B)
bool != (rotator A, rotator B)<br/>
bool != (float A, float B)
bool != (float A, float B)<br/>
bool != (vector A, vector B)
bool != (vector A, vector B)<br/>
bool != (bool A, bool B)
bool != (bool A, bool B)<br/>
bool != (name A, name B)
bool != (name A, name B)<br/>
bool != (Object A, Object B)
bool != (Object A, Object B)<br/>
string $ (coerce string A, coerce string B)
string $ (coerce string A, coerce string B)<br/>
string $= (out string A, coerce string B)
string $= (out string A, coerce string B)<br/>
float % (float A, float B)
float % (float A, float B)<br/>
int & (int A, int B)
int & (int A, int B)<br/>
bool && (bool A, skip bool B)
bool && (bool A, skip bool B)<br/>
vector * (float A, vector B)
vector * (float A, vector B)<br/>
vector * (vector A, float B)
vector * (vector A, float B)<br/>
float * (float A, float B)
float * (float A, float B)<br/>
rotator * (float A, rotator B)
rotator * (float A, rotator B)<br/>
rotator * (rotator A, float B)
rotator * (rotator A, float B)<br/>
int * (int A, int B)
int * (int A, int B)<br/>
vector * (vector A, vector B)
vector * (vector A, vector B)<br/>
float ** (float A, float B)
float ** (float A, float B)<br/>
int *= (out int A, float B)
int *= (out int A, float B)<br/>
vector *= (out vector A, vector B)
vector *= (out vector A, vector B)<br/>
rotator *= (out rotator A, float B)
rotator *= (out rotator A, float B)<br/>
float *= (out float A, float B)
float *= (out float A, float B)<br/>
vector *= (out vector A, float B)
vector *= (out vector A, float B)<br/>
byte *= (out byte A, byte B)
byte *= (out byte A, byte B)<br/>
int + (int A, int B)
int + (int A, int B)<br/>
rotator + (rotator A, rotator B)
rotator + (rotator A, rotator B)<br/>
vector + (vector A, vector B)
vector + (vector A, vector B)<br/>
float + (float A, float B)
float + (float A, float B)<br/>
byte ++ (out byte A)
byte ++ (out byte A)<br/>
int ++ (out int A)
int ++ (out int A)<br/>
</div>{{Col-break|width=33%}}<div style="padding-left: 10px; padding-right: 10px;">int ++ (out int A)
{{Col-break|width=33%}}<div style="padding: 10px;">
byte ++ (out byte A)
int ++ (out int A)<br/>
vector += (out vector A, vector B)
byte ++ (out byte A)<br/>
float += (out float A, float B)
vector += (out vector A, vector B)<br/>
int += (out int A, int B)
float += (out float A, float B)<br/>
byte += (out byte A, byte B)
int += (out int A, int B)<br/>
rotator += (out rotator A, rotator B)
byte += (out byte A, byte B)<br/>
vector - (vector A, vector B)
rotator += (out rotator A, rotator B)<br/>
int - (int A, int B)
vector - (vector A, vector B)<br/>
float - (float A)
int - (int A, int B)<br/>
vector - (vector A)
float - (float A)<br/>
rotator - (rotator A, rotator B)
vector - (vector A)<br/>
float - (float A, float B)
rotator - (rotator A, rotator B)<br/>
int - (int A)
float - (float A, float B)<br/>
int -- (out int A)
int - (int A)<br/>
int -- (out int A)
int -- (out int A)<br/>
byte -- (out byte A)
int -- (out int A)<br/>
byte -- (out byte A)
byte -- (out byte A)<br/>
rotator -= (out rotator A, rotator B)
byte -- (out byte A)<br/>
string -= (out string A, coerce string B)
rotator -= (out rotator A, rotator B)<br/>
float -= (out float A, float B)
string -= (out string A, coerce string B)<br/>
vector -= (out vector A, vector B)
float -= (out float A, float B)<br/>
byte -= (out byte A, byte B)
vector -= (out vector A, vector B)<br/>
int -= (out int A, int B)
byte -= (out byte A, byte B)<br/>
vector / (vector A, float B)
int -= (out int A, int B)<br/>
float / (float A, float B)
vector / (vector A, float B)<br/>
int / (int A, int B)
float / (float A, float B)<br/>
rotator / (rotator A, float B)
int / (int A, int B)<br/>
rotator /= (out rotator A, float B)
rotator / (rotator A, float B)<br/>
byte /= (out byte A, byte B)
rotator /= (out rotator A, float B)<br/>
int /= (out int A, float B)
byte /= (out byte A, byte B)<br/>
vector /= (out vector A, float B)
int /= (out int A, float B)<br/>
float /= (out float A, float B)
vector /= (out vector A, float B)<br/>
bool < (string A, string B)
float /= (out float A, float B)<br/>
</div>{{Col-break|width=33%}}<div style="padding-left: 10px;">bool < (float A, float B)
bool < (string A, string B)<br/></div>
bool < (int A, int B)
{{Col-break|width=33%}}<div style="padding: 10px;">
int << (int A, int B)
bool < (float A, float B)<br/>
vector << (vector A, rotator B)
bool < (int A, int B)<br/>
bool <= (int A, int B)
int << (int A, int B)<br/>
bool <= (string A, string B)
vector << (vector A, rotator B)<br/>
bool <= (float A, float B)
bool <= (int A, int B)<br/>
bool == (bool A, bool B)
bool <= (string A, string B)<br/>
bool == (rotator A, rotator B)
bool <= (float A, float B)<br/>
bool == (name A, name B)
bool == (bool A, bool B)<br/>
bool == (string A, string B)
bool == (rotator A, rotator B)<br/>
bool == (float A, float B)
bool == (name A, name B)<br/>
bool == (vector A, vector B)
bool == (string A, string B)<br/>
bool == (Object A, Object B)
bool == (float A, float B)<br/>
bool == (int A, int B)
bool == (vector A, vector B)<br/>
bool > (string A, string B)
bool == (Object A, Object B)<br/>
bool > (int A, int B)
bool == (int A, int B)<br/>
bool > (float A, float B)
bool > (string A, string B)<br/>
bool >= (int A, int B)
bool > (int A, int B)<br/>
bool >= (float A, float B)
bool > (float A, float B)<br/>
bool >= (string A, string B)
bool >= (int A, int B)<br/>
int >> (int A, int B)
bool >= (float A, float B)<br/>
vector >> (ve</small>ctor A, rotator B)
bool >= (string A, string B)<br/>
int >>> (int A, int B)
int >> (int A, int B)<br/>
string @ (coerce string A, coerce string B)
vector >> (vector A, rotator B)<br/>
string @= (out string A, coerce string B)
int >>> (int A, int B)<br/>
bool ClockwiseFrom (int A, int B)
string @ (coerce string A, coerce string B)<br/>
vector Cross (vector A, vector B)
string @= (out string A, coerce string B)<br/>
float Dot (vector A, vector B)
bool ClockwiseFrom (int A, int B)<br/>
int ^ (int A, int B)
vector Cross (vector A, vector B)<br/>
bool ^^ (bool A, bool B)
float Dot (vector A, vector B)<br/>
int | (int A, int B)
int ^ (int A, int B)<br/>
bool || (bool A, skip bool B)
bool ^^ (bool A, bool B)<br/>
int ~ (int A)
int | (int A, int B)<br/>
bool ~= (string A, string B)
bool || (bool A, skip bool B)<br/>
bool ~= (float A, float B)
int ~ (int A)<br/>
</div>{{Col-end}}{{end code}}
bool ~= (string A, string B)<br/>
bool ~= (float A, float B)<br/></div></div>
{{Col-end}}
{{end code}}
==External links==
==External links==



Revision as of 02:22, 29 November 2012

Killing Floor class Object (source)
Class >> Object


Object is the root class, and all other classes are either directly or indirectly derived from it. One of the most important classes, actor, is derived from it.

It provides the very fundamental functionality such as mathematical operations, data structures, and essential functions.

Properties

class Class

Class type.

int ObjectFlags

<<Description>>

pointer ObjectInternal[7]

<<Description>>

object Outer

<<Description>>

nameName

Name of object. If the game is launched with the makenames command line option this will be unique per-object.

Operators

:

bool ! (bool A)

bool != (int A, int B) bool != (string A, string B) bool != (rotator A, rotator B) bool != (float A, float B) bool != (vector A, vector B) bool != (bool A, bool B) bool != (name A, name B) bool != (Object A, Object B) string $ (coerce string A, coerce string B) string $= (out string A, coerce string B) float % (float A, float B) int & (int A, int B) bool && (bool A, skip bool B) vector * (float A, vector B) vector * (vector A, float B) float * (float A, float B) rotator * (float A, rotator B) rotator * (rotator A, float B) int * (int A, int B) vector * (vector A, vector B) float ** (float A, float B) int *= (out int A, float B) vector *= (out vector A, vector B) rotator *= (out rotator A, float B) float *= (out float A, float B) vector *= (out vector A, float B) byte *= (out byte A, byte B) int + (int A, int B) rotator + (rotator A, rotator B) vector + (vector A, vector B) float + (float A, float B) byte ++ (out byte A) int ++ (out int A)

int ++ (out int A)

byte ++ (out byte A) vector += (out vector A, vector B) float += (out float A, float B) int += (out int A, int B) byte += (out byte A, byte B) rotator += (out rotator A, rotator B) vector - (vector A, vector B) int - (int A, int B) float - (float A) vector - (vector A) rotator - (rotator A, rotator B) float - (float A, float B) int - (int A) int -- (out int A) int -- (out int A) byte -- (out byte A) byte -- (out byte A) rotator -= (out rotator A, rotator B) string -= (out string A, coerce string B) float -= (out float A, float B) vector -= (out vector A, vector B) byte -= (out byte A, byte B) int -= (out int A, int B) vector / (vector A, float B) float / (float A, float B) int / (int A, int B) rotator / (rotator A, float B) rotator /= (out rotator A, float B) byte /= (out byte A, byte B) int /= (out int A, float B) vector /= (out vector A, float B) float /= (out float A, float B) bool < (string A, string B)

bool < (float A, float B)

bool < (int A, int B) int << (int A, int B) vector << (vector A, rotator B) bool <= (int A, int B) bool <= (string A, string B) bool <= (float A, float B) bool == (bool A, bool B) bool == (rotator A, rotator B) bool == (name A, name B) bool == (string A, string B) bool == (float A, float B) bool == (vector A, vector B) bool == (Object A, Object B) bool == (int A, int B) bool > (string A, string B) bool > (int A, int B) bool > (float A, float B) bool >= (int A, int B) bool >= (float A, float B) bool >= (string A, string B) int >> (int A, int B) vector >> (vector A, rotator B) int >>> (int A, int B) string @ (coerce string A, coerce string B) string @= (out string A, coerce string B) bool ClockwiseFrom (int A, int B) vector Cross (vector A, vector B) float Dot (vector A, vector B) int ^ (int A, int B) bool ^^ (bool A, bool B) int | (int A, int B) bool || (bool A, skip bool B) int ~ (int A) bool ~= (string A, string B) bool ~= (float A, float B)

External links