Object: Difference between revisions
(Added properties and operators (experimenting with layout)) |
(Altered formatting and corrected package name) |
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{{KFClassInfo|Class|name=Object|pkg= | {{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. | ||
Line 14: | Line 14: | ||
'''object Outer''' | '''object Outer''' | ||
: <<Description>> | : <<Description>> | ||
''' | '''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 != (int A, int B) | ||
bool | bool != (string A, string B) | ||
bool | bool != (rotator A, rotator B) | ||
bool | bool != (float A, float B) | ||
bool | bool != (vector A, vector B) | ||
bool | bool != (bool A, bool B) | ||
bool | bool != (name A, name B) | ||
bool | bool != (Object A, Object B) | ||
bool | string $ (coerce string A, coerce string B) | ||
string | string $= (out string A, coerce string B) | ||
string | float % (float A, float B) | ||
float | int & (int A, int B) | ||
int | bool && (bool A, skip bool B) | ||
bool | vector * (float A, vector B) | ||
vector | vector * (vector A, float B) | ||
vector | float * (float A, float B) | ||
float | rotator * (float A, rotator B) | ||
rotator | rotator * (rotator A, float B) | ||
rotator | int * (int A, int B) | ||
int | vector * (vector A, vector B) | ||
vector | float ** (float A, float B) | ||
float | int *= (out int A, float B) | ||
int | vector *= (out vector A, vector B) | ||
vector | rotator *= (out rotator A, float B) | ||
rotator | float *= (out float A, float B) | ||
float | vector *= (out vector A, float B) | ||
vector | byte *= (out byte A, byte B) | ||
byte | int + (int A, int B) | ||
int | rotator + (rotator A, rotator B) | ||
rotator | vector + (vector A, vector B) | ||
vector | float + (float A, float B) | ||
float | byte ++ (out byte A) | ||
byte | int ++ (out int A) | ||
int | </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 | vector += (out vector A, vector B) | ||
byte | float += (out float A, float B) | ||
vector | int += (out int A, int B) | ||
float | byte += (out byte A, byte B) | ||
int | rotator += (out rotator A, rotator B) | ||
byte | vector - (vector A, vector B) | ||
rotator | int - (int A, int B) | ||
vector | float - (float A) | ||
int | vector - (vector A) | ||
float | rotator - (rotator A, rotator B) | ||
vector | float - (float A, float B) | ||
rotator | int - (int A) | ||
float | int -- (out int A) | ||
int | int -- (out int A) | ||
int | byte -- (out byte A) | ||
int | byte -- (out byte A) | ||
byte | rotator -= (out rotator A, rotator B) | ||
byte | string -= (out string A, coerce string B) | ||
rotator | float -= (out float A, float B) | ||
string | vector -= (out vector A, vector B) | ||
float | byte -= (out byte A, byte B) | ||
vector | int -= (out int A, int B) | ||
byte | vector / (vector A, float B) | ||
int | float / (float A, float B) | ||
vector | int / (int A, int B) | ||
float | rotator / (rotator A, float B) | ||
int | rotator /= (out rotator A, float B) | ||
rotator | byte /= (out byte A, byte B) | ||
rotator | int /= (out int A, float B) | ||
byte | vector /= (out vector A, float B) | ||
int | float /= (out float A, float B) | ||
vector | bool < (string A, string B) | ||
float | </div>{{Col-break|width=33%}}<div style="padding-left: 10px;">bool < (float A, float B) | ||
bool | bool < (int A, int B) | ||
{{Col-break|width=33%}}<div style="padding: 10px;"> | int << (int A, int B) | ||
bool | vector << (vector A, rotator B) | ||
bool | bool <= (int A, int B) | ||
int | bool <= (string A, string B) | ||
vector | bool <= (float A, float B) | ||
bool | bool == (bool A, bool B) | ||
bool | bool == (rotator A, rotator B) | ||
bool | bool == (name A, name B) | ||
bool | bool == (string A, string B) | ||
bool | bool == (float A, float B) | ||
bool | bool == (vector A, vector B) | ||
bool | bool == (Object A, Object B) | ||
bool | bool == (int A, int B) | ||
bool | bool > (string A, string B) | ||
bool | bool > (int A, int B) | ||
bool | bool > (float A, float B) | ||
bool | bool >= (int A, int B) | ||
bool | bool >= (float A, float B) | ||
bool | bool >= (string A, string B) | ||
bool | int >> (int A, int B) | ||
bool | vector >> (ve</small>ctor A, rotator B) | ||
bool | int >>> (int A, int B) | ||
int | string @ (coerce string A, coerce string B) | ||
vector | string @= (out string A, coerce string B) | ||
int | bool ClockwiseFrom (int A, int B) | ||
string | vector Cross (vector A, vector B) | ||
string | float Dot (vector A, vector B) | ||
bool | int ^ (int A, int B) | ||
vector | bool ^^ (bool A, bool B) | ||
float | int | (int A, int B) | ||
int | bool || (bool A, skip bool B) | ||
bool | int ~ (int A) | ||
int | bool ~= (string A, string B) | ||
bool | bool ~= (float A, float B) | ||
int | </div>{{Col-end}}{{end code}} | ||
bool | |||
bool | |||
{{Col-end}} | |||
{{end code}} | |||
==External links== | ==External links== | ||
Revision as of 02:22, 29 November 2012
Killing Floor class | Object (source) |
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
- Object on beyondunreal.com
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