Prepare fixtures

This commit is contained in:
dkanus 2026-07-14 20:27:09 +07:00
commit 9c94356263
6021 changed files with 722805 additions and 22 deletions

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//=============================================================================
/// UnrealScript Commandlet (command-line applet) class.
///
/// Commandlets are executed from the ucc.exe command line utility, using the
/// following syntax:
///
/// UCC.exe package_name.commandlet_class_name [parm=value]...
///
/// for example:
///
/// UCC.exe Core.HelloWorldCommandlet
/// UCC.exe Editor.MakeCommandlet
///
/// In addition, if you list your commandlet in the public section of your
/// package's .int file (see Engine.int for example), then your commandlet
/// can be executed without requiring a fully qualified name, for example:
///
/// UCC.exe MakeCommandlet
///
/// As a convenience, if a user tries to run a commandlet and the exact
/// name he types isn't found, then ucc.exe appends the text "commandlet"
/// onto the name and tries again. Therefore, the following shortcuts
/// perform identically to the above:
///
/// UCC.exe Core.HelloWorld
/// UCC.exe Editor.Make
/// UCC.exe Make
///
/// It is also perfectly valid to call the Main method of a
/// commandlet class directly, for example from within the body
/// of another commandlet.
///
/// Commandlets are executed in a "raw" UnrealScript environment, in which
/// the game isn't loaded, the client code isn't loaded, no levels are
/// loaded, and no actors exist.
//=============================================================================
class Commandlet
extends Object
abstract
transient
noexport
native;
/// Command name to show for "ucc help".
var localized string HelpCmd;
/// Command description to show for "ucc help".
var localized string HelpOneLiner;
/// Usage template to show for "ucc help".
var localized string HelpUsage;
/// Hyperlink for more info.
var localized string HelpWebLink;
/// Parameters and descriptions for "ucc help <this command>".
var localized string HelpParm[16];
var localized string HelpDesc[16];
/// Whether to redirect log output to console stdout.
var bool LogToStdout;
/// Whether to load objects required in server, client, and editor context.
var bool IsServer, IsClient, IsEditor;
/// Whether to load objects immediately, or only on demand.
var bool LazyLoad;
/// Whether to show standard error and warning count on exit.
var bool ShowErrorCount;
/// Whether to show Unreal banner on startup.
var bool ShowBanner;
/// Entry point.
native event int Main( string Parms );
defaultproperties
{
LogToStdout=true
IsServer=true
IsClient=true
IsEditor=true
LazyLoad=true
ShowErrorCount=false
ShowBanner=true
}

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//=============================================================================
/// Locale: Locale management class.
/// Not yet implemented.
/// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class Locale
extends Object
transient;
/*
//
// Information about this locale.
//
//!!System.GetLocale( language, variant, local )
///@reference: !!look at java getISO3Language for std 3-char language abbreviations
var const string ISO3Language;
var const localized string DisplayLanguage;
//
// Locale language support.
//
/// Returns the currently active language's ISO 3 language code.
native function string GetLanguage();
/// Returns the localized, human-readable display name of the ISO 3 language code Language.
native function string GetDisplayLanguage( string Language );
/// Set the current ISO 3 language. Causes all class' and objects' localized variables to be reloaded.
native function bool SetLanguage( string NewLanguage );
//
// Locale string processing.
//
/// Convert to locale-specific uppercase.
function string ToUpper( string S );
/// Convert to locale-specific lowercase.
function string ToLower( string S );
/// Compare two strings using locale-specific sorting.
function int Compare( string A, string B );
//
// Locale number and currency handling.
//
/// Leading and trailing percentage symbols.
var const localized string PrePercent, PostPercent;
/// Leading and trailing currency symbols.
var const localized string PreCurrencySymbol, PostCurrencySymbol;
/// Percentage scale, i.e. 100 for 100%.
var const localized int PercentScaler;
/// Number of digits between "thousands" delimitor.
var const localized int ThousandsCount, ThousandsCountCurrency;
/// Positive and negative currency indicators.
var const localized string
PrePositiveCurrency, PostPositiveCurrency,
PreNegativeCurrency, PostNegativeCurrency;
// Thousands delimitor.
var const localized string ThousandsDelimitor, ThousandsDelimitorCurrency;
// Decimal point.
var const localized string Decimal, DecimalCurrency;
// Decimal count.
var const localized int DecimalCount;
/// Convert a float number to a string using the locale's formatting instructions.
function string NumberToString( float Number );
/// Convert a float number to a currency string using the locale's formatting instructions.
function string CurrencyToString( float Currency );
/// Convert a fraction from 0.0-1.0 to a percentage string.
function string PercentToString( float Fraction )
{
return PrePercent $ int(Fraction * PercentScaler) $ PostPercent;
}
//
// Locale date and time support.
//
/// Human readable names of months.
var const localized string Months[12];
/// Human readable names of days-of-week.
var const localized string DaysOfWeek[7];
/// Human-readable AM/PM.
var const localized string AMPM[2];
/// Whether to display AM/PM, otherwise uses 24-hour notation.
var const localized ShowAMPM;
/// List of TimeToMap fields which should be exposed for editing in this locale.
var const localized array<string> EditableTimeFields;
/// Format string for generating human-readable time in AM/PM and 24-hour formats;
/// may be ignored by Locale subclasses who display times using a different calendar,
/// for example Chinese.
var const localized string
TimeFormatAMPM, TimeFormat24Hour,
BriefTimeFormatAMPM, BriefTimeFormat24Hour,
CountdownTimeFormat;
/// Format string for generating human-readable dates.
var const localized string DateFormat;
/// Return a map containing time parameters suitable for formatting.
function map<string,string> DateTimeToMap( long T )
{
local map<string,string> M;
M.Set("Year", Time.GetYear(T));
M.Set("Month", Time.GetMonth(T));
M.Set("MonthName", Months(Time.GetMonth(T)));
M.Set("Day", Time.GetDay(T));
M.Set("DayName", DaysOfWeek(Time.GetDay(T)));
M.Set("Hour24", Time.GetHour(T));
M.Set("Hour12", Time.GetHour(T)%12);
M.Set("AMPM", AMPM(Time.GetHour(T)/12);
M.Set("Minute", Time.GetMinute(T));
M.Set("Second", Time.GetSecond(T));
M.Set("MSec", Time.GetMSec(T));
M.Set("USec", Time.GetUSec(T));
M.Set("NSec", Time.GetNSec(T));
return M;
}
/// Convert a map of TimeToMap key-values to a time; returns true if successful.
function bool MapToDateTime( map<string,string> Map, out long T )
{
//!!
}
/// Converts the time to a human-readable string, depending on the current locale.
function string TimeToString( long T, bool Brief, bool Countdown )
{
local string S;
if( Brief )
{
if( ShowAMPM ) S = BriefTimeFormatAMPM;
else S = BriefTimeFormat24Hour,
}
else if( !Countdown )
{
if( ShowAMPM ) S = TimeFormatAMPM;
else S = TimeFormat24Hour,
}
else
{
S = CountdownTimeFormat;
}
return string.Format( S, DateTimeToMap(T) );
}
// Convert the date to a human-readable string, depending on the current locale.
function string DateToString( long T )
{
return string.Format( DateFormat, DateTimeToMap(T) );
}
_defaultproperties
{
Months(0)=January
Months(1)=February
Months(2)=March
Months(3)=April
Months(4)=May
Months(5)=June
Months(6)=July
Months(7)=August
Months(8)=September
Months(9)=October
Months(10)=November
Months(11)=December
DaysOfWeek(0)=Sunday
DaysOfWeek(1)=Monday
DaysOfWeek(2)=Tuesday
DaysOfWeek(3)=Wednesday
DaysOfWeek(4)=Thursday
DaysOfWeek(5)=Friday
DaysOfWeek(6)=Saturday
AMPM(0)=AM
AMPM(1)=PM
TimeFormatAMPM=%Hour12:02%.%Minute:02%.%Seconds:02% %AMPM%
TimeFormat24Hour=%Hour24:02%.%Minute:02%.%Seconds:02%
BriefTimeFormatAMPM=%Hour12:02%.%Minute:02% %AMPM%
BriefTimeFormat24Hour=%Hour24:02%.%Minute:02%
CountdownTimeFormat=%Hour24:02%.%Minute:02%.%Seconds:02%
DateFormat=%DayName% %MonthName% %Day%, %Year%
EditableTimeFields(0)=Year
EditableTimeFields(1)=Month
EditableTimeFields(2)=Day
EditableTimeFields(3)=Hour12
EditableTimeFields(4)=AMPM
EditableTimeFields(5)=Minute
EditableTimeFields(6)=Second
PreCurrencySymbol=$
PostCurrencySymbol=
PrePercent=
PostPercent=%
PercentScaler=100
ThousandsCount=1000
ThousandsCountCurrency=1000
ThousandsDelimitor=","
ThousandsDelimitorCurrency=","
Decimal="."
DecimalCurrency="."
PrePositiveCurrency=
PostPositiveCurrency=
PreNegativeCurrency=-
PostNegativeCurrency=
DecimalCount=2
}
*/

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//=============================================================================
// Object: The base class all objects.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class Object
native
noexport;
//=============================================================================
// UObject variables.
// Internal variables.
var native private const pointer ObjectInternal[7];
var native const object Outer;
var native const int ObjectFlags;
var(Object) native const editconst noexport name Name;
var native const editconst class Class;
//=============================================================================
// Unreal base structures.
// Object flags.
const RF_Transactional = 0x00000001; // Supports editor undo/redo.
const RF_Public = 0x00000004; // Can be referenced by external package files.
const RF_Transient = 0x00004000; // Can't be saved or loaded.
const RF_Standalone = 0x00080000; // Keep object around for editing even if unreferenced.
const RF_NotForClient = 0x00100000; // Don't load for game client.
const RF_NotForServer = 0x00200000; // Don't load for game server.
const RF_NotForEdit = 0x00400000; // Don't load for editor.
// if _RO_
const AXIS_TEAM_INDEX = 0; // Axis team
const ALLIES_TEAM_INDEX= 1; // Allied team
const NEUTRAL_TEAM_INDEX= 2; // Neutral team
// end _RO_
// A globally unique identifier.
struct Guid
{
var int A, B, C, D;
};
// A point or direction vector in 3d space.
struct Vector
{
var() config float X, Y, Z;
};
// A plane definition in 3d space.
struct Plane extends Vector
{
var() config float W;
};
// An orthogonal rotation in 3d space.
struct Rotator
{
var() config int Pitch, Yaw, Roll;
};
// An arbitrary coordinate system in 3d space.
struct Coords
{
var() config vector Origin, XAxis, YAxis, ZAxis;
};
// Quaternion
struct Quat
{
var() config float X, Y, Z, W;
};
// Used to generate random values between Min and Max
struct Range
{
var() config float Min;
var() config float Max;
};
// Vector of Ranges
struct RangeVector
{
var() config range X;
var() config range Y;
var() config range Z;
};
// A scale and sheering.
struct Scale
{
var() config vector Scale;
var() config float SheerRate;
var() config enum ESheerAxis
{
SHEER_None,
SHEER_XY,
SHEER_XZ,
SHEER_YX,
SHEER_YZ,
SHEER_ZX,
SHEER_ZY,
} SheerAxis;
};
// Camera orientations for Matinee
enum ECamOrientation
{
CAMORIENT_None,
CAMORIENT_LookAtActor,
CAMORIENT_FacePath,
CAMORIENT_Interpolate,
CAMORIENT_Dolly,
};
// Generic axis enum.
enum EAxis
{
AXIS_X,
AXIS_Y,
AXIS_Z
};
// A color.
struct Color
{
var() config byte B, G, R, A;
};
// A bounding box.
struct Box
{
var vector Min, Max;
var byte IsValid;
};
// gam ---
struct IntBox
{
var int X1, Y1, X2, Y2;
};
struct FloatBox
{
var float X1, Y1, X2, Y2;
};
// --- gam
// A bounding box sphere together.
struct BoundingVolume extends Box
{
var plane Sphere;
};
// a 4x4 matrix
struct Matrix
{
var() Plane XPlane;
var() Plane YPlane;
var() Plane ZPlane;
var() Plane WPlane;
};
// A interpolated function
struct InterpCurvePoint
{
var() float InVal;
var() float OutVal;
};
struct InterpCurve
{
var() array<InterpCurvePoint> Points;
};
// gam --- Forgive me :(
enum EDrawPivot
{
DP_UpperLeft,
DP_UpperMiddle,
DP_UpperRight,
DP_MiddleRight,
DP_LowerRight,
DP_LowerMiddle,
DP_LowerLeft,
DP_MiddleLeft,
DP_MiddleMiddle,
};
// Detail mode enum.
enum EDetailMode
{
DM_Low,
DM_High,
DM_SuperHigh
};
struct CompressedPosition
{
var vector Location;
var rotator Rotation;
var vector Velocity;
};
// This is just a placeholder for native classes!
// Don't ever touch this directly in unrealscript! --ryan.
struct TMultiMap
{
var pointer FArray_Data;
var int FArray_ArrayNum;
var int FArray_ArrayMax;
var pointer TMapBase_Hash;
var int TMapBase_HashCount;
};
// --- gam
//=============================================================================
// Constants.
const MaxInt = 0x7fffffff;
const Pi = 3.1415926535897932;
//=============================================================================
// Basic native operators and functions.
// Bool operators.
native(129) static final preoperator bool ! ( bool A );
native(242) static final operator(24) bool == ( bool A, bool B );
native(243) static final operator(26) bool != ( bool A, bool B );
native(130) static final operator(30) bool && ( bool A, skip bool B );
native(131) static final operator(30) bool ^^ ( bool A, bool B );
native(132) static final operator(32) bool || ( bool A, skip bool B );
// Byte operators.
native(133) static final operator(34) byte *= ( out byte A, byte B );
native(134) static final operator(34) byte /= ( out byte A, byte B );
native(135) static final operator(34) byte += ( out byte A, byte B );
native(136) static final operator(34) byte -= ( out byte A, byte B );
native(137) static final preoperator byte ++ ( out byte A );
native(138) static final preoperator byte -- ( out byte A );
native(139) static final postoperator byte ++ ( out byte A );
native(140) static final postoperator byte -- ( out byte A );
// Integer operators.
native(141) static final preoperator int ~ ( int A );
native(143) static final preoperator int - ( int A );
native(144) static final operator(16) int * ( int A, int B );
native(145) static final operator(16) int / ( int A, int B );
native(146) static final operator(20) int + ( int A, int B );
native(147) static final operator(20) int - ( int A, int B );
native(148) static final operator(22) int << ( int A, int B );
native(149) static final operator(22) int >> ( int A, int B );
native(196) static final operator(22) int >>>( int A, int B );
native(150) static final operator(24) bool < ( int A, int B );
native(151) static final operator(24) bool > ( int A, int B );
native(152) static final operator(24) bool <= ( int A, int B );
native(153) static final operator(24) bool >= ( int A, int B );
native(154) static final operator(24) bool == ( int A, int B );
native(155) static final operator(26) bool != ( int A, int B );
native(156) static final operator(28) int & ( int A, int B );
native(157) static final operator(28) int ^ ( int A, int B );
native(158) static final operator(28) int | ( int A, int B );
native(159) static final operator(34) int *= ( out int A, float B );
native(160) static final operator(34) int /= ( out int A, float B );
native(161) static final operator(34) int += ( out int A, int B );
native(162) static final operator(34) int -= ( out int A, int B );
native(163) static final preoperator int ++ ( out int A );
native(164) static final preoperator int -- ( out int A );
native(165) static final postoperator int ++ ( out int A );
native(166) static final postoperator int -- ( out int A );
// Integer functions.
native(167) static final Function int Rand ( int Max );
native(249) static final function int Min ( int A, int B );
native(250) static final function int Max ( int A, int B );
native(251) static final function int Clamp ( int V, int A, int B );
// Float operators.
native(169) static final preoperator float - ( float A );
native(170) static final operator(12) float ** ( float A, float B );
native(171) static final operator(16) float * ( float A, float B );
native(172) static final operator(16) float / ( float A, float B );
native(173) static final operator(18) float % ( float A, float B );
native(174) static final operator(20) float + ( float A, float B );
native(175) static final operator(20) float - ( float A, float B );
native(176) static final operator(24) bool < ( float A, float B );
native(177) static final operator(24) bool > ( float A, float B );
native(178) static final operator(24) bool <= ( float A, float B );
native(179) static final operator(24) bool >= ( float A, float B );
native(180) static final operator(24) bool == ( float A, float B );
native(210) static final operator(24) bool ~= ( float A, float B );
native(181) static final operator(26) bool != ( float A, float B );
native(182) static final operator(34) float *= ( out float A, float B );
native(183) static final operator(34) float /= ( out float A, float B );
native(184) static final operator(34) float += ( out float A, float B );
native(185) static final operator(34) float -= ( out float A, float B );
// Float functions.
native(186) static final function float Abs ( float A );
native(187) static final function float Sin ( float A );
native static final function float Asin ( float A );
native(188) static final function float Cos ( float A );
native static final function float Acos ( float A );
native(189) static final function float Tan ( float A );
native(190) static final function float Atan ( float A, float B );
native(191) static final function float Exp ( float A );
native(192) static final function float Loge ( float A );
native(193) static final function float Sqrt ( float A );
native(194) static final function float Square( float A );
native(195) static final function float FRand ();
native(244) static final function float FMin ( float A, float B );
native(245) static final function float FMax ( float A, float B );
native(246) static final function float FClamp( float V, float A, float B );
native(247) static final function float Lerp ( float Alpha, float A, float B, optional bool bClampRange );
native(248) static final function float Smerp ( float Alpha, float A, float B );
// gam ---
native(253) static final function float Ceil ( float A );
native(257) static final function float Round ( float A );
// --- gam
// Vector operators.
native(211) static final preoperator vector - ( vector A );
native(212) static final operator(16) vector * ( vector A, float B );
native(213) static final operator(16) vector * ( float A, vector B );
native(296) static final operator(16) vector * ( vector A, vector B );
native(214) static final operator(16) vector / ( vector A, float B );
native(215) static final operator(20) vector + ( vector A, vector B );
native(216) static final operator(20) vector - ( vector A, vector B );
native(275) static final operator(22) vector << ( vector A, rotator B );
native(276) static final operator(22) vector >> ( vector A, rotator B );
native(217) static final operator(24) bool == ( vector A, vector B );
native(218) static final operator(26) bool != ( vector A, vector B );
native(219) static final operator(16) float Dot ( vector A, vector B );
native(220) static final operator(16) vector Cross ( vector A, vector B );
native(221) static final operator(34) vector *= ( out vector A, float B );
native(297) static final operator(34) vector *= ( out vector A, vector B );
native(222) static final operator(34) vector /= ( out vector A, float B );
native(223) static final operator(34) vector += ( out vector A, vector B );
native(224) static final operator(34) vector -= ( out vector A, vector B );
// Vector functions.
native(225) static final function float VSize ( vector A );
native(226) static final function vector Normal ( vector A );
native(227) static final function Invert ( out vector X, out vector Y, out vector Z );
native(252) static final function vector VRand ( );
native(300) static final function vector MirrorVectorByNormal( vector Vect, vector Normal );
// if _RO_ // VSizeSquare function for script operations
native static final function float VSizeSquared( vector A );
// Rotator operators and functions.
native(142) static final operator(24) bool == ( rotator A, rotator B );
native(203) static final operator(26) bool != ( rotator A, rotator B );
native(287) static final operator(16) rotator * ( rotator A, float B );
native(288) static final operator(16) rotator * ( float A, rotator B );
native(289) static final operator(16) rotator / ( rotator A, float B );
native(290) static final operator(34) rotator *= ( out rotator A, float B );
native(291) static final operator(34) rotator /= ( out rotator A, float B );
native(316) static final operator(20) rotator + ( rotator A, rotator B );
native(317) static final operator(20) rotator - ( rotator A, rotator B );
native(318) static final operator(34) rotator += ( out rotator A, rotator B );
native(319) static final operator(34) rotator -= ( out rotator A, rotator B );
native(229) static final function GetAxes ( rotator A, out vector X, out vector Y, out vector Z );
native(230) static final function GetUnAxes ( rotator A, out vector X, out vector Y, out vector Z );
native(320) static final function rotator RotRand ( optional bool bRoll );
native static final function rotator OrthoRotation( vector X, vector Y, vector Z );
native static final function rotator Normalize( rotator Rot );
native static final operator(24) bool ClockwiseFrom( int A, int B );
// String operators.
native(112) static final operator(40) string $ ( coerce string A, coerce string B );
native(168) static final operator(40) string @ ( coerce string A, coerce string B );
native(115) static final operator(24) bool < ( string A, string B );
native(116) static final operator(24) bool > ( string A, string B );
native(120) static final operator(24) bool <= ( string A, string B );
native(121) static final operator(24) bool >= ( string A, string B );
native(122) static final operator(24) bool == ( string A, string B );
native(123) static final operator(26) bool != ( string A, string B );
native(124) static final operator(24) bool ~= ( string A, string B );
// rjp --
native(322) static final operator(44) string $= ( out string A, coerce string B );
native(323) static final operator(44) string @= ( out string A, coerce string B );
native(324) static final operator(45) string -= ( out string A, coerce string B );
// -- rjp
// String functions.
native(125) static final function int Len ( coerce string S );
native(126) static final function int InStr ( coerce string S, coerce string t );
native(127) static final function string Mid ( coerce string S, int i, optional int j );
native(128) static final function string Left ( coerce string S, int i );
native(234) static final function string Right ( coerce string S, int i );
native(235) static final function string Caps ( coerce string S );
native(236) static final function string Chr ( int i );
native(237) static final function int Asc ( string S );
native(238) static final function string Locs ( coerce string S); // -- rjp
native(239) static final function bool Divide ( coerce string Src, string Divider, out string LeftPart, out string RightPart);
native(240) static final function int Split ( coerce string Src, string Divider, out array<string> Parts );
// rjp --
native(200) static final function int StrCmp ( coerce string S, coerce string T, optional int Count, optional bool bCaseSensitive );
native(201) static final function string Repl ( coerce string Src, coerce string Match, coerce string With, optional bool bCaseSensitive );
native(202) static final function string Eval ( bool Condition, coerce string ResultIfTrue, coerce string ResultIfFalse );
// -- rjp
// Object operators.
native(114) static final operator(24) bool == ( Object A, Object B );
native(119) static final operator(26) bool != ( Object A, Object B );
// Name operators.
native(254) static final operator(24) bool == ( name A, name B );
native(255) static final operator(26) bool != ( name A, name B );
// InterpCurve operator
native static final function float InterpCurveEval( InterpCurve curve, float input );
native static final function InterpCurveGetOutputRange( InterpCurve curve, out float min, out float max );
native static final function InterpCurveGetInputDomain( InterpCurve curve, out float min, out float max );
// Quaternion functions
native static final function Quat QuatProduct( Quat A, Quat B );
native static final function Quat QuatInvert( Quat A );
native static final function vector QuatRotateVector( Quat A, vector B );
native static final function Quat QuatFindBetween( Vector A, Vector B );
native static final function Quat QuatFromAxisAndAngle( Vector Axis, Float Angle );
native static final function Quat QuatFromRotator( rotator A );
native static final function rotator QuatToRotator( Quat A );
native static final function Quat QuatSlerp( Quat A, Quat B, float Slerp);
//=============================================================================
// General functions.
// Logging.
native(231) final static function Log( coerce string S, optional name Tag );
native(232) final static function Warn( coerce string S );
native static function string Localize( string SectionName, string KeyName, string PackageName );
// Goto state and label.
native(113) final function GotoState( optional name NewState, optional name Label );
native(281) final function bool IsInState( name TestState );
native(284) final function name GetStateName();
// Objects.
native(258) static final function bool ClassIsChildOf( class TestClass, class ParentClass );
native(303) final function bool IsA( name ClassName );
// Probe messages.
native(117) final function Enable( name ProbeFunc );
native(118) final function Disable( name ProbeFunc );
// Properties.
native final function string GetPropertyText( string PropName );
native final function bool SetPropertyText( string PropName, string PropValue );
native static final function name GetEnum( object E, coerce int i );
native static final function object DynamicLoadObject( string ObjectName, class ObjectClass, optional bool MayFail );
native static final function object FindObject( string ObjectName, class ObjectClass );
// Configuration.
native(536) final function SaveConfig();
native(537) final function ClearConfig( optional string PropName ); // -- rjp
native static final function StaticSaveConfig();
native static final function ResetConfig( optional string PropName ); // -- rjp
native static final function StaticClearConfig( optional string PropName ); // -- rjp
native static final function array<string> GetPerObjectNames( string ININame, optional string ObjectClass, optional int MaxResults /*1024 if unspecified*/ ); //no extension
// Return a random number within the given range.
// if _RO_
simulated final function float RandRange( float Min, float Max )
//else
//final function float RandRange( float Min, float Max )
{
return Min + (Max - Min) * FRand();
}
native(535) static final function StopWatch(optional bool bStop); //amb: for script timing
native final function bool IsOnConsole(); // for console specific stuff
native final function bool IsSoaking();
// These report basic truths about the target OS. You should only use them for
// basic things (MacOS? Don't report Direct3D support, etc). MacOSX is a Unix
// of sorts, but does not report PlatformIsUnix()==true. PlatformIsWindows()
// is for Win32 and Win64. PlatformIs64Bit() may be true in conjunction with
// any other platform function if the binary is 64-bit native (not 32-bit on
// a 64-bit platform). --ryan.
native final function bool PlatformIsMacOS(); // MacOS X.
native final function bool PlatformIsUnix(); // Linux, FreeBSD, etc (NOT OSX!)
native final function bool PlatformIsWindows(); // Win32, Win64.
native final function bool PlatformIs64Bit(); // Linux64, Win64.
// if _RO_
native final function bool PlatformIsOpenGL();
// end _RO_
//=============================================================================
// Engine notification functions.
//
// Called immediately when entering a state, while within
// the GotoState call that caused the state change.
//
event BeginState();
//
// Called immediately before going out of the current state,
// while within the GotoState call that caused the state change.
//
event EndState();
event Created(); //amb: notifiction for object based classes only (not actors)
native(197) final iterator function AllObjects(class baseClass, out Object obj); //amb
native final function GetReferencers( Object Target, out array<Object> Referencers );
// Returns the string representation of the name of an object without the package
// prefixes.
//
simulated static function String GetItemName( string FullName )
{
local int pos;
pos = InStr(FullName, ".");
While ( pos != -1 )
{
FullName = Mid(FullName,pos+1);
pos = InStr(FullName, ".");
}
return FullName;
}
simulated static final function ReplaceText(out string Text, string Replace, string With)
{
local int i;
local string Input;
if ( Text == "" || Replace == "" )
return;
Input = Text;
Text = "";
i = InStr(Input, Replace);
while(i != -1)
{
Text = Text $ Left(Input, i) $ With;
Input = Mid(Input, i + Len(Replace));
i = InStr(Input, Replace);
}
Text = Text $ Input;
}
// Moves Num elements from Source to Dest
static final function EatStr(out string Dest, out string Source, int Num)
{
Dest = Dest $ Left(Source, Num);
Source = Mid(Source, Num);
}
defaultproperties
{
}

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//=============================================================================
// Subsystem: The base class all subsystems. Subsystems usually
// correspond to large C++ classes. The benefit of defining a C++ class as
// a subsystem is that you can make some of its variables script-accessible,
// and you can make some of its properties automatically saveable as part
// of the configuration.
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class Subsystem extends Object
native
noexport;
// Internal.
var private native const pointer ExecVtbl;
defaultproperties
{
}

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//=============================================================================
/// Time-management class.
/// Not yet implemented.
/// This is a built-in Unreal class and it shouldn't be modified.
///
/// Coordinated Universal Time or UCT is the world standard time
/// representation which is independent of time zone and daylight
/// savings time. The UCT standard supercedes the obsolete Grenwich
/// Mean Time (GMT).
///
/// UCT is technically the time on the zeroth meridian plus 12 hours.
/// For example, to convert UCT to EST (Eastern Standard Time), subtract
/// 5 hours from UCT and then (??if dst).
///
/// By definition, UCT experiences a discontinuity when a leap second
/// is reached. However, this discontinuity is never exposed while Unreal is
/// running, as UCT is determined at startup time, and UCT is updated
/// continuously during gameplay according to the CPU clock.
///
/// Unreal time is exposed as a long (a 64-bit signed quantity) and
/// is defined as nanoseconds elapsed since
/// midnight (00:00:00), January 1, 1970.
///
/// For more information about UCT and time, see
/// http://www.bldrdoc.gov/timefreq/faq/faq.htm
/// http://www.boulder.nist.gov/timefreq/glossary.htm
/// http://www.jat.org/jtt/datetime.html
/// http://www.eunet.pt/ano2000/gen_8601.htm
//=============================================================================
class Time
extends Object
transient;
/*
/// Returns current globally-consistent Coordinated Universal Time.
static final function long GetGlobalTime();
/// Converts global time to local time, taking into account the
/// local timezone and daylight savings time.
static final function long GlobalToLocal();
/// Converts local time to global time, taking into account the
/// local timezone and daylight savings time.
static final function long LocalToGlobal();
/// Return nanoseconds part of Time, 0-999.
static final invariant function long GetNSecs( long Time );
/// Returns microseconds part of Time, 0-999.
static final invariant function long GetUSecs( long Time );
/// Returns milliseconds part of Time, 0-999.
static final invariant function long GetMSecs( long Time );
/// Returns seconds part of Time, 0-59.
static final invariant function long GetSeconds( long Time );
/// Returns minutes part of Time, 0-59.
static final invariant function long GetMinutes( long Time );
/// Returns hours part of Time, 0-23.
static final invariant function long GetHours( long Time );
/// Returns days part of Time, 0 (first day of month)-31 (or last day, depends on month)
static final invariant function long GetDays( long Time );
/// Return day of week, 0 (Sunday)-6 (Saturday)
static final invariant function long DayOfWeek( long Time );
/// Return months part of Time, 0 (January) - 11 (December)
static final invariant function long GetMonths( long Time );
/// Return year.
static final invariant function long GetYears( long Time );
/// Convert the difference between times Later and Earlier to
/// a floating point value expressed in seconds.
static final invariant function float SpanSeconds( long Later, long Earlier );
*/

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<html>
<head><title>Index of /kf_sources/Core/Classes/</title></head>
<body>
<h1>Index of /kf_sources/Core/Classes/</h1><hr><pre><a href="../">../</a>
<a href="Commandlet.uc">Commandlet.uc</a> 06-Oct-2019 10:27 2659
<a href="Locale.uc">Locale.uc</a> 06-Oct-2019 10:27 6579
<a href="Object.uc">Object.uc</a> 14-Aug-2022 15:21 21817
<a href="Subsystem.uc">Subsystem.uc</a> 06-Oct-2019 10:27 692
<a href="Time.uc">Time.uc</a> 06-Oct-2019 10:27 3202
</pre><hr></body>
</html>

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<html>
<head><title>Index of /kf_sources/Core/</title></head>
<body>
<h1>Index of /kf_sources/Core/</h1><hr><pre><a href="../">../</a>
<a href="Classes/">Classes/</a> 29-Jun-2025 19:43 -
</pre><hr></body>
</html>