final case class VehicleLoadout(label: String, visible_slots: List[SimplifiedEntry], inventory: List[SimplifiedEntry], vehicle_definition: VehicleDefinition) extends EquipmentLoadout with Product with Serializable
A blueprint of a vehicle's mounted weapons and its inventory items, saved in a specific state.
This previous state can be restored on an apporpriate vehicle template
by reconstructing the items (if permitted).
Mismatched vehicles may produce no loadout or an imperfect loadout depending on specifications.
The second tab on an repair_silo
window is occupied by the list of "Favorite" Loadout
blueprints.
The five-long list is initialized with FavoritesMessage
packets assigned to the "Vehicle" list.
Specific entries are added or removed using FavoritesRequest
packets,
re-established using other conventional game packets.
- label
the name by which this inventory will be known when displayed in a Favorites list; field gets inherited
- visible_slots
simplified representation of the
Equipment
that can see "seen" on the target; field gets inherited- inventory
simplified representation of the
Equipment
in the target's inventory or trunk; field gets inherited- vehicle_definition
the original type of vehicle whose state is being populated
- Source
- VehicleLoadout.scala
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- new VehicleLoadout(label: String, visible_slots: List[SimplifiedEntry], inventory: List[SimplifiedEntry], vehicle_definition: VehicleDefinition)
- label
the name by which this inventory will be known when displayed in a Favorites list; field gets inherited
- visible_slots
simplified representation of the
Equipment
that can see "seen" on the target; field gets inherited- inventory
simplified representation of the
Equipment
in the target's inventory or trunk; field gets inherited- vehicle_definition
the original type of vehicle whose state is being populated
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- val inventory: List[SimplifiedEntry]
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- val label: String
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- def productElementNames: Iterator[String]
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- val vehicle_definition: VehicleDefinition
- val visible_slots: List[SimplifiedEntry]
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