//============================================================================= /// 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 ". 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 }