Documentation ¶
Index ¶
Constants ¶
View Source
const (
FILENAME_SELECT_EQUIP utils_types.FilePath = "select_equip.ini"
)
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Config ¶
type Config struct { Files []*iniload.IniLoader Commodities []*Commodity CommoditiesMap map[string]*Commodity Guns []*Gun GunMap map[string]*Gun Munitions []*Munition MunitionMap map[string]*Munition Explosions []*Explosion ExplosionMap map[string]*Explosion MineDroppers []*MineDropper Mines []*Mine MinesMap map[string]*Mine Items []*Item ItemsMap map[string]*Item ShieldGens []*ShieldGenerator ShidGenMap map[string]*ShieldGenerator Thrusters []*Thruster ThrusterMap map[string]*Thruster Engines []*Engine EnginesMap map[string]*Engine Powers []*Power PowersMap map[string]*Power CounterMeasureDroppers []*CounterMeasureDropper CounterMeasure []*CounterMeasure CounterMeasureMap map[string]*CounterMeasure Scanners []*Scanner Tractors []*Tractor }
type CounterMeasure ¶ added in v0.35.0
type CounterMeasureDropper ¶ added in v0.35.0
type Engine ¶ added in v0.26.0
type Engine struct { semantic.Model Nickname *semantic.String IdsName *semantic.Int IdsInfo *semantic.Int CruiseSpeed *semantic.Int LinearDrag *semantic.Int MaxForce *semantic.Int ReverseFraction *semantic.Float HpType *semantic.String FlameEffect *semantic.String TrailEffect *semantic.String CruiseChargeTime *semantic.Int }
type Gun ¶ added in v0.21.0
type Gun struct { semantic.Model Nickname *semantic.String IdsName *semantic.Int IdsInfo *semantic.Int HitPts *semantic.String // not able to read hit_pts = 5E+13 as any number yet PowerUsage *semantic.Float RefireDelay *semantic.Float MuzzleVelosity *semantic.Float Toughness *semantic.Float IsAutoTurret *semantic.Bool TurnRate *semantic.Float ProjectileArchetype *semantic.String HPGunType *semantic.String Lootable *semantic.Bool DispersionAngle *semantic.Float Volume *semantic.Float FlashParticleName *semantic.String }
type Mine ¶ added in v0.23.0
type Mine struct { semantic.Model Nickname *semantic.String ExplosionArch *semantic.String AmmoLimit *semantic.Int HitPts *semantic.Int Lifetime *semantic.Float IdsName *semantic.Int IdsInfo *semantic.Int SeekDist *semantic.Int TopSpeed *semantic.Int Acceleration *semantic.Int OwnerSafeTime *semantic.Int DetonationDistance *semantic.Int LinearDrag *semantic.Float }
type MineDropper ¶ added in v0.23.0
type MineDropper struct { semantic.Model Nickname *semantic.String IdsName *semantic.Int IdsInfo *semantic.Int HitPts *semantic.Int ChildImpulse *semantic.Float PowerUsage *semantic.Float RefireDelay *semantic.Float MuzzleVelocity *semantic.Float Toughness *semantic.Float ProjectileArchetype *semantic.String Lootable *semantic.Bool }
type Munition ¶ added in v0.21.0
type Munition struct { semantic.Model Nickname *semantic.String ExplosionArch *semantic.String RequiredAmmo *semantic.Bool HullDamage *semantic.Int EnergyDamange *semantic.Int HealintAmount *semantic.Int WeaponType *semantic.String Mass *semantic.Int Motor *semantic.String MaxAngularVelocity *semantic.Float HitPts *semantic.Int AmmoLimit *semantic.Int Volume *semantic.Float IdsName *semantic.Int IdsInfo *semantic.Int ConstEffect *semantic.String MunitionHitEffect *semantic.String LifeTime *semantic.Float SeekerType *semantic.String SeekerRange *semantic.Int SeekerFovDeg *semantic.Int }
type ShieldGenerator ¶ added in v0.24.0
type ShieldGenerator struct { semantic.Model Nickname *semantic.String IdsName *semantic.Int IdsInfo *semantic.Int HitPts *semantic.Int Volume *semantic.Int RegenerationRate *semantic.Int MaxCapacity *semantic.Int Toughness *semantic.Float HpType *semantic.String ConstPowerDraw *semantic.Int RebuildPowerDraw *semantic.Int OfflineRebuildTime *semantic.Int Lootable *semantic.Bool ShieldType *semantic.String }
Click to show internal directories.
Click to hide internal directories.