Object
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.
Functions
- See global functions.
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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