1class IntroSceneCharacter
extends Managed
75 return m_Characters[
gender];
131 return m_CharacterObj.GetPosition();
144 if (m_CharacterId + 1 <
count)
145 return m_CharacterId + 1;
160 if (m_CharacterId > -1)
161 return m_CharacterId - 1;
198 GetGame().GetMenuDefaultCharacterData().SetCharacterType(m_CharacterType);
200 GetGame().GetMenuDefaultCharacterData().GenerateRandomEquip();
209 m_CharacterType =
GetGame().GetMenuDefaultCharacterData().GetCharacterType();
210 if (m_CharacterType !=
"")
215 m_CharacterObj.PlaceOnSurface();
216 m_CharacterObj.SetPosition(m_CharacterPos);
217 m_CharacterObj.SetOrientation(m_CharacterRot);
247 m_CharacterObj.PlaceOnSurface();
248 m_CharacterObj.SetOrientation(m_CharacterRot);
249 GetGame().GetMenuDefaultCharacterData().EquipDefaultCharacter(m_CharacterObj);
278 m_CharacterDta =
g_Game.GetMenuData();
289 g_Game.ConfigGetTextArray(
"cfgCharacterCreation" +
" gender", m_CharGenderList);
290 g_Game.ConfigGetTextArray(
"cfgCharacterCreation" +
" top", m_CharShirtList);
291 g_Game.ConfigGetTextArray(
"cfgCharacterCreation" +
" bottom", m_CharPantsList);
292 g_Game.ConfigGetTextArray(
"cfgCharacterCreation" +
" shoe", m_CharShoesList);
295 m_Characters.Clear();
328 g_Game.ObjectDelete(m_CharacterObj);
329 m_CharacterObj =
NULL;
340 Error(
"IntroSceneCharacter->CharacterLoad: character_id = " +
character_id +
" Cant Load Character!!!");
353 m_CharacterObj.PlaceOnSurface();
354 m_CharacterObj.SetPosition(
char_pos);
355 m_CharacterObj.SetOrientation(
char_rot);
366#ifdef PLATFORM_CONSOLE
390 g_Game.ObjectDelete(m_CharacterObj.GetInventory().FindAttachment(slot));
395 m_CharacterObj.LocalTakeEntityAsAttachmentEx(
entity, slot);
424 GetGame().GetMenuDefaultCharacterData().SetCharacterName(
name);
const int ECE_PLACE_ON_SURFACE
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
PlayerBase GetCharacterObj()
ref TStringArray m_CharGenderList
void SetAttachment(string type, int slot)
string GetCharacterName()
void CreateDefaultCharacter()
TStringArray GetCharShoesList()
void CreateNewCharacter()
void SetCharacterGender(ECharGender gender)
void SetCharacterID(int char_id)
void CreateNewCharacterById(int character_id)
void CharacterLoad(int character_id, vector char_pos, vector char_rot)
void GetLastPlayedServer(int characterID, out string address, out string name, out int port)
TStringArray GetCharShirtsList()
void CreateNewCharacterRandom()
void SaveCharName(string name)
void SetToDefaultCharacter()
ref TStringArray m_CharShirtList
bool IsDefaultCharacter()
void SetupPlayerName(bool new_name)
ref TStringArray m_CharPantsList
PlayerBase m_CharacterObj
void SaveDefaultCharacter()
void CreateNewCharacterByName(string character_name, bool randomize_equip=true)
TStringArray GetCharGenderList()
TStringArray GetCharPantsList()
TStringArray GetCharList(ECharGender gender)
void IntroSceneCharacter()
ref TStringArray m_CharShoesList
string GetCharacterNameById(int char_id)
void LoadCharacterData(vector char_pos, vector char_rot, bool default_char=false)
Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'...
ECharGender GetCharacterGender()
void ~IntroSceneCharacter()
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.
const int DEFAULT_CHARACTER_MENU_ID
const string DEFAULT_CHARACTER_NAME
array< string > TStringArray
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].