Object: Difference between revisions

From Tripwire Interactive Wiki
Jump to navigation Jump to search
m (Added navbox)
(Added properties and operators (experimenting with layout))
Line 5: Line 5:
It provides the very fundamental functionality such as mathematical operations, data structures, and essential functions.
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>>
'''name Name'''
: Name of object. If the game is launched with the ''makenames'' command line option this will be unique per-object.
== Operators ==
{{begin code}}
{{Col-begin}}
{{Col-break|width=33%}}<div style="padding: 10px;">
bool ! (bool A)<br/>
bool != (int A, int B)<br/>
bool != (string A, string B)<br/>
bool != (rotator A, rotator B)<br/>
bool != (float A, float B)<br/>
bool != (vector A, vector B)<br/>
bool != (bool A, bool B)<br/>
bool != (name A, name B)<br/>
bool != (Object A, Object B)<br/>
string $ (coerce string A, coerce string B)<br/>
string $= (out string A, coerce string B)<br/>
float % (float A, float B)<br/>
int & (int A, int B)<br/>
bool && (bool A, skip bool B)<br/>
vector * (float A, vector B)<br/>
vector * (vector A, float B)<br/>
float * (float A, float B)<br/>
rotator * (float A, rotator B)<br/>
rotator * (rotator A, float B)<br/>
int * (int A, int B)<br/>
vector * (vector A, vector B)<br/>
float ** (float A, float B)<br/>
int *= (out int A, float B)<br/>
vector *= (out vector A, vector B)<br/>
rotator *= (out rotator A, float B)<br/>
float *= (out float A, float B)<br/>
vector *= (out vector A, float B)<br/>
byte *= (out byte A, byte B)<br/>
int + (int A, int B)<br/>
rotator + (rotator A, rotator B)<br/>
vector + (vector A, vector B)<br/>
float + (float A, float B)<br/>
byte ++ (out byte A)<br/>
int ++ (out int A)<br/>
{{Col-break|width=33%}}<div style="padding: 10px;">
int ++ (out int A)<br/>
byte ++ (out byte A)<br/>
vector += (out vector A, vector B)<br/>
float += (out float A, float B)<br/>
int += (out int A, int B)<br/>
byte += (out byte A, byte B)<br/>
rotator += (out rotator A, rotator B)<br/>
vector - (vector A, vector B)<br/>
int - (int A, int B)<br/>
float - (float A)<br/>
vector - (vector A)<br/>
rotator - (rotator A, rotator B)<br/>
float - (float A, float B)<br/>
int - (int A)<br/>
int -- (out int A)<br/>
int -- (out int A)<br/>
byte -- (out byte A)<br/>
byte -- (out byte A)<br/>
rotator -= (out rotator A, rotator B)<br/>
string -= (out string A, coerce string B)<br/>
float -= (out float A, float B)<br/>
vector -= (out vector A, vector B)<br/>
byte -= (out byte A, byte B)<br/>
int -= (out int A, int B)<br/>
vector / (vector A, float B)<br/>
float / (float A, float B)<br/>
int / (int A, int B)<br/>
rotator / (rotator A, float B)<br/>
rotator /= (out rotator A, float B)<br/>
byte /= (out byte A, byte B)<br/>
int /= (out int A, float B)<br/>
vector /= (out vector A, float B)<br/>
float /= (out float A, float B)<br/>
bool < (string A, string B)<br/></div>
{{Col-break|width=33%}}<div style="padding: 10px;">
bool < (float A, float B)<br/>
bool < (int A, int B)<br/>
int << (int A, int B)<br/>
vector << (vector A, rotator B)<br/>
bool <= (int A, int B)<br/>
bool <= (string A, string B)<br/>
bool <= (float A, float B)<br/>
bool == (bool A, bool B)<br/>
bool == (rotator A, rotator B)<br/>
bool == (name A, name B)<br/>
bool == (string A, string B)<br/>
bool == (float A, float B)<br/>
bool == (vector A, vector B)<br/>
bool == (Object A, Object B)<br/>
bool == (int A, int B)<br/>
bool > (string A, string B)<br/>
bool > (int A, int B)<br/>
bool > (float A, float B)<br/>
bool >= (int A, int B)<br/>
bool >= (float A, float B)<br/>
bool >= (string A, string B)<br/>
int >> (int A, int B)<br/>
vector >> (vector A, rotator B)<br/>
int >>> (int A, int B)<br/>
string @ (coerce string A, coerce string B)<br/>
string @= (out string A, coerce string B)<br/>
bool ClockwiseFrom (int A, int B)<br/>
vector Cross (vector A, vector B)<br/>
float Dot (vector A, vector B)<br/>
int ^ (int A, int B)<br/>
bool ^^ (bool A, bool B)<br/>
int | (int A, int B)<br/>
bool || (bool A, skip bool B)<br/>
int ~ (int A)<br/>
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 20:41, 28 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>>

name Name

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