# PSF-LoginServer - master - net.psforever.objects.equipment
PSF - LoginServer - master - net.psforever.objects.equipment
Keywords: PSF LoginServer master net.psforever.objects.equipment

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# Packages

-  package root
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    root
-  package net
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    root
-  package psforever
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-  package objects
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-  package avatar
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    objects
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-  package ce
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-  package definition
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-  package entity
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    objects
-  package equipment
  Definition Classes
    objects
- Ammo
- CItem
- ChargeFireModeDefinition
- EffectTarget
- Equipment
- EquipmentSize
- EquipmentSlot
- FireModeDefinition
- FireModeSwitch
- InfiniteFireModeDefinition
- JammableBehavior
- JammableMountedWeapons
- JammableUnit
- JammingUnit
- Kits
- PelletFireModeDefinition
- RemoteUnit
- SItem
- TargetValidation
-  package geometry
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-  package vehicles
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-  package zones
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p

net.psforever.objects

# equipment

#### package equipment


Ordering

1. Alphabetic

Visibility

1. Public
2. Protected

### Type Members

1.  class ChargeFireModeDefinition extends FireModeDefinition

   Shoot a weapon, remove an anticipated amount of ammunition.
   Hold down the fire trigger to create a damage multiplier.

   Shoot a weapon, remove an anticipated amount of ammunition.
   Hold down the fire trigger to create a damage multiplier. After the multiplier has reach complete/full, expend additional ammunition to sustain it.

2.  abstract class Equipment extends PlanetSideGameObject with FactionAffinity with BlockMapEntity

   `Equipment` is anything that can be: placed into a slot of a certain "size"; and, placed into an inventory system; and, special carried (like a lattice logic unit); and, dropped on the ground in the game world and render where it was deposited.

3.  class EquipmentSlot extends AnyRef

   A size-checked unit of storage (or mounting) for `Equipment`.

   A size-checked unit of storage (or mounting) for `Equipment`. Unlike inventory space, anything placed in "slot" space is expected to be visible to the game world in some fashion.

4.  class FireModeDefinition extends DamageModifiers
5.  trait FireModeSwitch [Mode] extends AnyRef

   Fire mode is a non-complex method of representing variance in `Equipment` output.
   All weapons and some support items have fire modes, though most only have one.

   Fire mode is a non-complex method of representing variance in `Equipment` output.
   All weapons and some support items have fire modes, though most only have one. The number of fire modes is visually indicated by the bubbles next to the icon of the `Equipment` in a holster slot. The specifics of how a fire mode affects the output is left to implementation and execution. Contrast how `Tool`s deal with multiple types of ammunition.
   While most `Tools` - weapons and such - are known to have fire modes, `ConstructionItem` equipment that produce deployable entities in the game world also support fire modes. The mechanism is different, however, even while the user interactions work in a similar way. For most weapons, the fire mode is just a modification of how the projectiles behave or the weapon behaves. For example, the bounciness of the grenades or the number of shots fired by the Jackhammer. One has to change tool ammo types to actual swap out different ammunitions such as, most commonly, grey normal ammo for gold armor-piercing ammo. For deployable-constructing entities, fire mode switches between the categories of deployables that can be built and "changing ammunition" actually changes the subtype of deployable within that deployable category. For example, fire modes go from "Boomers" to "Mines" while ammo types for "Mines" goes from "HE mines" to "Disruptor Mines".

   Mode

     the type parameter representing the fire mode

6.  class InfiniteFireModeDefinition extends FireModeDefinition
7.  trait JammableBehavior extends AnyRef

   An `Actor` control object mix-in that manages common responses to the "jammerable" status.

   An `Actor` control object mix-in that manages common responses to the "jammerable" status. Two aspects to jammering are supported - a telling buzzing sound that follows the affected target and actual effects upon the target's actions - and are controlled independently. The primary purpose of this behavior is to control timers that toggle the states of these two aspects.

8.  trait JammableMountedWeapons extends JammableBehavior

   A common mix-in variation to manage common responses to the "jammerable" status for game objects with mounted weapons.

   A common mix-in variation to manage common responses to the "jammerable" status for game objects with mounted weapons.

   See also

     `MountedWeapons`

     `Service`

     `VehicleAction`

     `VehicleService`

     `VehicleServiceMessage`

     `Zone.VehicleEvents`

9.  trait JammableUnit extends AnyRef

   A property conferred to game objects that can be affected by an electromagnetic pulse.

   A property conferred to game objects that can be affected by an electromagnetic pulse. Being "jammered" is a status that causes weakness due to temporary equipment disabling or the elimination of certain objects.

10.  trait JammingUnit extends AnyRef

    A property conferred onto game objects that can induce the effects of an electromagnetic pulse.

    A property conferred onto game objects that can induce the effects of an electromagnetic pulse.

    See also

      `TargetValidation`

      `EffectTarget`

11.  class PelletFireModeDefinition extends FireModeDefinition
12.  trait RemoteUnit extends AnyRef
13.  final case class TargetValidation (category: EffectTarget.Category.Value, test: Value) extends Product with Serializable

### Value Members

1.  object Ammo extends Enumeration

   An `Enumeration` of all the ammunition types in the game, paired with their object id as the `Value`.

2.  object CItem extends Enumeration

   An `Enumeration` of all the construction tool objects in the game, paired with their object id as the `Value`.

3.  object EffectTarget
4.  object Equipment
5.  object EquipmentSize extends Enumeration

   An `Enumeration` of common equipment sizes in the game.

   An `Enumeration` of common equipment sizes in the game. Check the comments for originating use.

6.  object EquipmentSlot
7.  object JammableMountedWeapons
8.  object JammableUnit
9.  object JammingUnit
10.  object Kits extends Enumeration

    An `Enumeration` of the kit types in the game, paired with their object id as the `Value`.

11.  object SItem extends Enumeration

    An `Enumeration` of some activation-type `Equipment` in the game, paired with their object id as the `Value`.

### Ungrouped