the name by which this inventory will be known when displayed in a Favorites list; field gets inherited
simplified representation of the Equipment that can see "seen" on the target;
field gets inherited
simplified representation of the Equipment in the target's inventory or trunk;
field gets inherited
the original type of vehicle whose state is being populated
simplified representation of the Equipment in the target's inventory or trunk;
field gets inherited
the name by which this inventory will be known when displayed in a Favorites list; field gets inherited
the original type of vehicle whose state is being populated
simplified representation of the Equipment that can see "seen" on the target;
field gets inherited
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_silowindow is occupied by the list of "Favorite"Loadoutblueprints. The five-long list is initialized withFavoritesMessagepackets assigned to the "Vehicle" list. Specific entries are added or removed usingFavoritesRequestpackets, re-established using other conventional game packets.the name by which this inventory will be known when displayed in a Favorites list; field gets inherited
simplified representation of the
Equipmentthat can see "seen" on the target; field gets inheritedsimplified representation of the
Equipmentin the target's inventory or trunk; field gets inheritedthe original type of vehicle whose state is being populated