Settings#

Player Settings#

var GetPlayerSettingsFieldForClassName(string className, string fieldName, var unknown = 0)#

Returns the value for the requested field from the corresponding .set file.

float GetPlayerSettingsFieldForClassName_Health(string className)#

Returns the value for the default health field from the corresponding .set file.

float GetPlayerSettingsFieldForClassName_HealthShield(string className)#

Returns the value for the default health shield field from the corresponding .set file.

float GetPlayerSettingsFieldForClassName_HealthDoomed(string className)#

Returns the value for the default health doomed field from the corresponding .set file.

float GetPlayerSettingsFieldForClassName_HealthPerSegment(string className)#
table GetSettingsForPlayer_DodgeTable(entity player)#

Returns a table with all the dodge related active settings for a given player

int PlayerSettingsNameToIndex(string className)#
string PlayerSettingsIndexToName(int settingsNum)#
asset GetPlayerSettingsAssetForClassName(string className, fieldName)#

Returns the value for the requested field from the corresponding .set file.

var Dev_GetPlayerSettingByKeyField_Global(string a, string b)#
var Dev_GetPlayerSettingAssetByKeyField_Global(string a, string b)#

Weapon Settings#

var GetWeaponInfoFileKeyField_Global(string a, string b)#
var GetWeaponInfoFileKeyField_WithMods_Global(string weaponName, array<string> modArray, string key)#

Given a weapon name, a list of weapon mods to apply, and key, returns the value of that field in that weapons info file.

array<string> GetWeaponMods_Global(string weaponName)#

Given a weapon name, returns a list of the mods available on that weapon

void SetBodyGroupsForWeaponConfig(entity ent, string weaponName, array<string> modArray)#
asset GetWeaponInfoFileKeyFieldAsset_Global(string weaponName, string key)#

Given a weaon name and key, resolves a string key to its value in that weapons info file. assumes no mods set.

asset GetWeaponInfoFileKeyFieldAsset_WithMods_Global(string weaponName, array<string> modArray, string key)#

Given a weapon name, a list of weapon mods to apply and key, returns the value of that field in that weapons info file.

AI Settings#

int GetAISettingHullType(string aiSettingsName)#
var Dev_GetAISettingAssetByKeyField_Global(string a, string b)#
var Dev_GetAISettingByKeyField_Global(string a, string b)#