Packages

package objects

Ordering
  1. Alphabetic
Visibility
  1. Public
  2. Protected

Package Members

  1. package avatar
  2. package ballistics
  3. package ce
  4. package definition
  5. package entity
  6. package equipment
  7. package geometry
  8. package guid
  9. package inventory
  10. package loadouts
  11. package locker
  12. package serverobject
  13. package sourcing
  14. package teamwork
  15. package vehicles
  16. package vital
  17. package zones

Type Members

  1. case class Account(id: Int, name: String, gm: Boolean = false) extends Product with Serializable
  2. class AmmoBox extends Equipment
  3. class BoomerDeployable extends ExplosiveDeployable
  4. class BoomerDeployableControl extends ExplosiveDeployableControl
  5. class BoomerDeployableDefinition extends ExplosiveDeployableDefinition
  6. class BoomerTrigger extends SimpleItem with RemoteUnit
  7. trait CommonNtuContainer extends PlanetSideGameObject with NtuContainer
  8. class ConstructionItem extends Equipment with FireModeSwitch[ConstructionFireMode]

    A type of Equipment that can be wielded and applied to the game world to produce other game objects.

    Functionally, ConstructionItem objects resemble Tool objects that have fire mode state and alternate "ammunition." Very much unlike Tool object counterparts, however, the alternate "ammunition" is also a type of fire mode state maintained in a two-dimensional grid of related states.

    A type of Equipment that can be wielded and applied to the game world to produce other game objects.

    Functionally, ConstructionItem objects resemble Tool objects that have fire mode state and alternate "ammunition." Very much unlike Tool object counterparts, however, the alternate "ammunition" is also a type of fire mode state maintained in a two-dimensional grid of related states. These states represent output products called deployables or, in the common vernacular, CE. Also unlike Tool objects, whose ammunition is always available even when drawing the weapon is not permitted, the different states are not all available if just the equipment itself is available. Parameters along with these CE states indicate whether the current output product is something the player is permitted to utilize.

  9. class DummyExplodingEntity extends PlanetSideGameObject with FactionAffinity with Vitality
  10. class ExplosiveDeployable extends Deployable with JammableUnit
  11. abstract class ExplosiveDeployableControl extends Actor with DeployableBehavior with Damageable
  12. class ExplosiveDeployableDefinition extends DeployableDefinition
  13. class Kit extends Equipment

    A one-time-use recovery item that can be applied by the player while held within their inventory.

  14. class LocalLockerItem extends PlanetSideServerObject

    A LocalLockerItem is a server-side object designed to populate a fake unshared space within a shared space.

    A LocalLockerItem is a server-side object designed to populate a fake unshared space within a shared space. It is a placeholder intended to block out the existence of locker objects that may or may not exist. All clients reserve the same internal range of user-generated GUID's from 40150 to 40449, inclusive. All clients recognize this same range independent of each other as "equipment in their own locker." The GUID's in this locker-space can be reflected onto the zone GUID. The item of that GUID may exist to the client. The item of that GUID does not formally exist to the server, but it can be searched.

    See also

    Zone.MakeReservedObjects

  15. class LocalProjectile extends PlanetSideServerObject

    A LocalProjectile is a server-side object designed to populate a fake shared space.

    A LocalProjectile is a server-side object designed to populate a fake shared space. It is a placeholder intended to block out the existence of projectiles communicated from clients. All clients reserve the same internal range of user-generated GUID's from 40100 to 40124, inclusive. All clients recognize this same range independent of each other as "their own featureless projectiles."

    See also

    Zone.MakeReservedObjects
    Projectile.BaseUID
    Projectile.RangeUID

  16. class MineDeployableControl extends ExplosiveDeployableControl
  17. trait NtuContainer extends PlanetSideGameObject with TransferContainer
  18. trait NtuContainerDefinition extends AnyRef
  19. trait NtuContainerOwner extends AnyRef
  20. trait NtuStorageBehavior extends Actor
  21. class OffhandEquipmentSlot extends EquipmentSlot

    A size-checked unit of storage (or mounting) for Equipment.

    A size-checked unit of storage (or mounting) for Equipment. Unlike conventional EquipmentSlot space, this size of allowable Equipment is fixed.

  22. trait OwnableByPlayer extends AnyRef
  23. abstract class PlanetSideGameObject extends IdentifiableEntity with WorldEntity

    A basic class that indicates an entity that exists somewhere in the world and has a globally unique identifier.

  24. class Player extends PlanetSideServerObject with BlockMapEntity with InteractsWithZone with FactionAffinity with Vitality with ResistanceProfile with Container with JammableUnit with ZoneAware with AuraContainer with MountableEntity
  25. class SensorDeployable extends Deployable with Hackable with JammableUnit
  26. class SensorDeployableControl extends Actor with DeployableBehavior with JammableBehavior with DamageableEntity with RepairableEntity
  27. class SensorDeployableDefinition extends DeployableDefinition
  28. case class Session(id: Long = 0, zone: Zone = Zone.Nowhere, account: Account = null, player: Player = null, avatar: Avatar = null, zoningType: Method = Zoning.Method.None, deadState: packet.game.DeadState.Value = DeadState.Alive, speed: Float = 1.0f, flying: Boolean = false) extends Product with Serializable
  29. class ShieldGeneratorControl extends Actor with DeployableBehavior with JammableBehavior with DamageableEntity with RepairableEntity
  30. class ShieldGeneratorDefinition extends DeployableDefinition
  31. class ShieldGeneratorDeployable extends Deployable with Hackable with JammableUnit
  32. class SimpleItem extends Equipment
  33. trait SpawnPoint extends AnyRef
  34. trait SpawnPointDefinition extends AnyRef
  35. class Telepad extends ConstructionItem with TelepadLike
  36. class TelepadDeployable extends Deployable with TelepadLike
  37. class TelepadDeployableControl extends Actor with DeployableBehavior with DamageableEntity
  38. class TelepadDeployableDefinition extends DeployableDefinition
  39. class Tool extends Equipment with FireModeSwitch[FireModeDefinition] with JammableUnit

    A type of Equipment that can be wielded and loaded with certain other game elements.

    "Tool" is a very mechanical name while this class is intended for various weapons and support items.

    A type of Equipment that can be wielded and loaded with certain other game elements.

    "Tool" is a very mechanical name while this class is intended for various weapons and support items. The primary trait of a Tool is that it has something that counts as an "ammunition," depleted as the Tool is used, replaceable as long as one has an appropriate type of AmmoBox object. (The former is always called "consuming;" the latter, "reloading.") Some weapons Chainblade have ammunition but do not consume it.

  40. class TrapDeployable extends Deployable
  41. class TrapDeployableControl extends Actor with DeployableBehavior with DamageableEntity with RepairableEntity
  42. class TrapDeployableDefinition extends DeployableDefinition
  43. class TurretControl extends Actor with DeployableBehavior with Check with JammableMountedWeapons with MountableBehavior with DamageableWeaponTurret with RepairableWeaponTurret

    control actors

  44. class TurretDeployable extends Deployable with WeaponTurret with JammableUnit with Hackable
  45. class TurretDeployableDefinition extends DeployableDefinition with TurretDefinition
  46. class Vehicle extends AmenityOwner with BlockMapEntity with MountableWeapons with InteractsWithZone with Hackable with FactionAffinity with Deployment with Vitality with OwnableByPlayer with StandardResistanceProfile with JammableUnit with CommonNtuContainer with Container with AuraContainer with MountableEntity

    The server-side support object that represents a vehicle.

    All infantry seating, all mounted weapons, and the trunk space are considered part of the same index hierarchy.

    The server-side support object that represents a vehicle.

    All infantry seating, all mounted weapons, and the trunk space are considered part of the same index hierarchy. Generally, all seating is declared first - the driver and passengers and and gunners. Following that are the mounted weapons and other utilities. Trunk space starts being indexed afterwards. To keep it simple, infantry seating, mounted weapons, and utilities are stored separately herein. The Map of Utility objects is given using the same inventory index positions. Positive indices and zero are considered "represented" and must be assigned a globally unique identifier and must be present in the containing vehicle's ObjectCreateMessage packet. The index is the mount position, reflecting the position in the zero-index inventory. Negative indices are expected to be excluded from this conversion. The value of the negative index does not have a specific meaning.

    The importance of a vehicle's owner can not be overlooked. The owner is someone who can control who can sit in the vehicle's seats either through broad categorization or discriminating selection ("kicking") and who has access to and can allow access to the vehicle's trunk capacity. The driver is the only player that can access a vehicle's saved loadouts through a repair/rearm silo and can procure equipment from the said silo. The owner of a vehicle and the driver of a vehicle as mostly interchangeable terms for this reason and it can be summarized that the player who has access to the driver mount meets the qualifications for the "owner" so long as that player is the last person to have sat in that mount. All previous ownership information is replaced just as soon as someone else sits in the driver's mount. Ownership is also transferred as players die and respawn (from and to the same client) and when they leave a continent without taking the vehicle they currently own with them. (They also lose ownership when they leave the game, of course.)

    All seats have vehicle-level properties on top of their own internal properties. A mount has a glyph projected onto the ground when the vehicle is not moving that is used to mark where the mount can be accessed, as well as broadcasting the current access condition of the mount. As indicated previously, seats are composed into categories and the categories used to control access. The "driver" group has already been mentioned and is usually composed of a single mount, the "first" one. The driver mount is typically locked to the person who can sit in it - the owner - unless manually unlocked. Any mount besides the "driver" that has a weapon controlled from the mount is called a "gunner" seats. Any other mount besides the "driver" mount and "gunner" seats is called a "passenger" mount. All of these seats are typically unlocked normally. The "trunk" also counts as an access group even though it is not directly attached to a mount and starts as "locked." The categories all have their own glyphs, sharing a red cross glyph as a "can not access" state, and may also use their lack of visibility to express state. In terms of individual access, each mount can have its current occupant ejected, save for the driver's mount.

    See also

    Vehicle.EquipmentUtilities

Value Members

  1. object AmmoBox
  2. object BoomerDeployableDefinition
  3. object ConstructionItem
  4. object Default
  5. object Deployables
  6. object Doors
  7. object DummyExplodingEntity
  8. object ExplosiveDeployable
  9. object ExplosiveDeployableControl
  10. object ExplosiveDeployableDefinition
  11. object GlobalDefinitions
  12. object Kit
  13. object LivePlayerList

    A class for storing Player mappings for users that are currently online.

    A class for storing Player mappings for users that are currently online. The mapping system is tightly coupled between the Avatar class and to an instance of WorldSessionActor.
    Use:
    1) When a users logs in during WorldSessionActor, associate that user's session id and their character (avatar).
           LivePlayerList.Add(session, avatar)
    2) In between the previous two steps, a range of characters may be queried based on provided statistics.
           LivePlayerList.WorldPopulation(...)
    3) When the user leaves the game entirely, his character's entry is removed from the mapping.
           LivePlayerList.Remove(session)

  14. object LocalLockerItem
  15. object LocalProjectile
  16. object MineDeployableControl
  17. object Ntu
  18. object ObjectType extends Enumeration
  19. object OffhandEquipmentSlot
  20. object PlanetSideGameObject
  21. object Player
  22. object Players
  23. object SensorDeployableControl
  24. object SensorDeployableDefinition
  25. object ShieldGeneratorControl
  26. object SimpleItem
  27. object SpawnPoint
  28. object SpecialEmp

    Information and functions useful for the construction of a server-side electromagnetic pulse (not intigated by any specific thing the client does).

  29. object Telepad
  30. object TelepadControl
  31. object TelepadDeployableDefinition
  32. object Tool
  33. object Tools
  34. object TrapDeployableDefinition
  35. object TurretDeployableDefinition
  36. object Vehicle
  37. object Vehicles

Ungrouped