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

PSF-LoginServer - master < Back
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# Packages

-  package root
  Definition Classes
    root
-  package net
  Definition Classes
    root
-  package psforever
  Definition Classes
    net
-  package actors
  Definition Classes
    psforever
-  package filters
  Definition Classes
    psforever
-  package login
  Definition Classes
    psforever
-  package newcodecs
  Definition Classes
    psforever
-  package objects
  Definition Classes
    psforever
-  package avatar
-  package ballistics
-  package ce
-  package definition
-  package entity
-  package equipment
-  package geometry
-  package guid
-  package inventory
-  package loadouts
-  package locker
-  package serverobject
-  package teamwork
-  package vehicles
-  package vital
-  package zones
- Account
- AmmoBox
- BoomerDeployable
- BoomerDeployableControl
- BoomerDeployableDefinition
- BoomerTrigger
- CommonNtuContainer
- ConstructionItem
- Default
- Deployables
- ExplosiveDeployable
- ExplosiveDeployableControl
- ExplosiveDeployableDefinition
- GlobalDefinitions
- Kit
- LivePlayerList
- LocalLockerItem
- LocalProjectile
- MineDeployableControl
- Ntu
- NtuContainer
- NtuContainerDefinition
- NtuStorageBehavior
- ObjectType
- OffhandEquipmentSlot
- OwnableByPlayer
- PlanetSideGameObject
- Player
- Players
- SensorDeployable
- SensorDeployableControl
- SensorDeployableDefinition
- Session
- ShieldGeneratorControl
- ShieldGeneratorDefinition
- ShieldGeneratorDeployable
- SimpleItem
- SpawnPoint
- SpawnPointDefinition
- SpecialEmp
- Telepad
- TelepadControl
- TelepadDeployable
- TelepadDeployableControl
- TelepadDeployableDefinition
- Tool
- Tools
- TrapDeployable
- TrapDeployableControl
- TrapDeployableDefinition
- TurretControl
- TurretDeployable
- TurretDeployableDefinition
- Vehicle
- Vehicles
-  package packet
  Definition Classes
    psforever
-  package persistence
  Definition Classes
    psforever
-  package server
  Definition Classes
    psforever
-  package services
  Definition Classes
    psforever
-  package tools
  Definition Classes
    psforever
-  package types
  Definition Classes
    psforever
-  package util
  Definition Classes
    psforever
-  package zones
  Definition Classes
    psforever

p

net.psforever

# objects

#### package objects


Ordering

1. Alphabetic

Visibility

1. Public
2. Protected

### Package Members

1.  package avatar
2.  package ballistics
3.  package ce
4.  package definition
5.  package entity
6.  package equipment
7.  package geometry
8.  package guid
9.  package inventory
10.  package loadouts
11.  package locker
12.  package serverobject
13.  package teamwork
14.  package vehicles
15.  package vital
16.  package zones

### Type Members

1.  case class Account (id: Int, name: String, gm: Boolean = false) extends Product with Serializable
2.  class AmmoBox extends Equipment
3.  class BoomerDeployable extends ExplosiveDeployable
4.  class BoomerDeployableControl extends ExplosiveDeployableControl
5.  class BoomerDeployableDefinition extends ExplosiveDeployableDefinition
6.  class BoomerTrigger extends SimpleItem with RemoteUnit
7.  trait CommonNtuContainer extends NtuContainer
8.  class ConstructionItem extends Equipment with FireModeSwitch[ConstructionFireMode]

   A type of `Equipment` that can be wielded and applied to the game world to produce other game objects.
   Functionally, `ConstructionItem` objects resemble `Tool` objects that have fire mode state and alternate "ammunition." Very much unlike `Tool` object counterparts, however, the alternate "ammunition" is also a type of fire mode state maintained in a two-dimensional grid of related states.

   A type of `Equipment` that can be wielded and applied to the game world to produce other game objects.
   Functionally, `ConstructionItem` objects resemble `Tool` objects that have fire mode state and alternate "ammunition." Very much unlike `Tool` object counterparts, however, the alternate "ammunition" is also a type of fire mode state maintained in a two-dimensional grid of related states. These states represent output products called deployables or, in the common vernacular, CE. Also unlike `Tool` objects, whose ammunition is always available even when drawing the weapon is not permitted, the different states are not all available if just the equipment itself is available. Parameters along with these CE states indicate whether the current output product is something the player is permitted to utilize.

9.  class ExplosiveDeployable extends Deployable with JammableUnit
10.  abstract class ExplosiveDeployableControl extends Actor with DeployableBehavior with Damageable
11.  class ExplosiveDeployableDefinition extends DeployableDefinition
12.  class Kit extends Equipment

    A one-time-use recovery item that can be applied by the player while held within their inventory.

13.  class LocalLockerItem extends PlanetSideServerObject

    A `LocalLockerItem` is a server-side object designed to populate a fake unshared space within a shared space.

    A `LocalLockerItem` is a server-side object designed to populate a fake unshared space within a shared space. It is a placeholder intended to block out the existence of locker objects that may or may not exist. All clients reserve the same internal range of user-generated GUID's from 40150 to 40449, inclusive. All clients recognize this same range independent of each other as "equipment in their own locker." The GUID's in this locker-space can be reflected onto the zone GUID. The item of that GUID may exist to the client. The item of that GUID does not formally exist to the server, but it can be searched.

    See also

      `Zone.MakeReservedObjects`

14.  class LocalProjectile extends PlanetSideServerObject

    A `LocalProjectile` is a server-side object designed to populate a fake shared space.

    A `LocalProjectile` is a server-side object designed to populate a fake shared space. It is a placeholder intended to block out the existence of projectiles communicated from clients. All clients reserve the same internal range of user-generated GUID's from 40100 to 40124, inclusive. All clients recognize this same range independent of each other as "their own featureless projectiles."

    See also

      `Zone.MakeReservedObjects`
      `Projectile.BaseUID`
      `Projectile.RangeUID`

15.  class MineDeployableControl extends ExplosiveDeployableControl
16.  trait NtuContainer extends TransferContainer
17.  trait NtuContainerDefinition extends AnyRef
18.  trait NtuStorageBehavior extends Actor
19.  class OffhandEquipmentSlot extends EquipmentSlot

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

    A size-checked unit of storage (or mounting) for `Equipment`. Unlike conventional `EquipmentSlot` space, this size of allowable `Equipment` is fixed.

20.  trait OwnableByPlayer extends AnyRef
21.  abstract class PlanetSideGameObject extends IdentifiableEntity with WorldEntity

    A basic class that indicates an entity that exists somewhere in the world and has a globally unique identifier.

22.  class Player extends PlanetSideServerObject with BlockMapEntity with InteractsWithZone with FactionAffinity with Vitality with ResistanceProfile with Container with JammableUnit with ZoneAware with AuraContainer
23.  class SensorDeployable extends Deployable with Hackable with JammableUnit
24.  class SensorDeployableControl extends Actor with DeployableBehavior with JammableBehavior with DamageableEntity with RepairableEntity
25.  class SensorDeployableDefinition extends DeployableDefinition
26.  case class Session (id: Long = 0, zone: Zone = Zone.Nowhere, account: Account = null, player: Player = null, avatar: Avatar = null, zoningType: zones.Zoning.Method.Value = Zoning.Method.None, deadState: packet.game.DeadState.Value = DeadState.Alive, speed: Float = 1.0f, flying: Boolean = false) extends Product with Serializable
27.  class ShieldGeneratorControl extends Actor with DeployableBehavior with JammableBehavior with DamageableEntity with RepairableEntity
28.  class ShieldGeneratorDefinition extends DeployableDefinition
29.  class ShieldGeneratorDeployable extends Deployable with Hackable with JammableUnit
30.  class SimpleItem extends Equipment
31.  trait SpawnPoint extends AnyRef
32.  trait SpawnPointDefinition extends AnyRef
33.  class Telepad extends ConstructionItem with TelepadLike
34.  class TelepadDeployable extends Deployable with TelepadLike
35.  class TelepadDeployableControl extends Actor with DeployableBehavior with DamageableEntity
36.  class TelepadDeployableDefinition extends DeployableDefinition
37.  class Tool extends Equipment with FireModeSwitch[FireModeDefinition] with JammableUnit

    A type of `Equipment` that can be wielded and loaded with certain other game elements.
    "Tool" is a very mechanical name while this class is intended for various weapons and support items.

    A type of `Equipment` that can be wielded and loaded with certain other game elements.
    "Tool" is a very mechanical name while this class is intended for various weapons and support items. The primary trait of a `Tool` is that it has something that counts as an "ammunition," depleted as the `Tool` is used, replaceable as long as one has an appropriate type of `AmmoBox` object. (The former is always called "consuming;" the latter, "reloading.") Some weapons Chainblade have ammunition but do not consume it.

38.  class TrapDeployable extends Deployable
39.  class TrapDeployableControl extends Actor with DeployableBehavior with DamageableEntity with RepairableEntity
40.  class TrapDeployableDefinition extends DeployableDefinition
41.  class TurretControl extends Actor with DeployableBehavior with Check with JammableMountedWeapons with MountableBehavior with DamageableWeaponTurret with RepairableWeaponTurret

    control actors

42.  class TurretDeployable extends Deployable with WeaponTurret with JammableUnit with Hackable
43.  class TurretDeployableDefinition extends DeployableDefinition with TurretDefinition
44.  class Vehicle extends AmenityOwner with BlockMapEntity with MountableWeapons with InteractsWithZone with Hackable with FactionAffinity with Deployment with Vitality with OwnableByPlayer with StandardResistanceProfile with JammableUnit with CommonNtuContainer with Container with AuraContainer

    The server-side support object that represents a vehicle.
    All infantry seating, all mounted weapons, and the trunk space are considered part of the same index hierarchy.

    The server-side support object that represents a vehicle.
    All infantry seating, all mounted weapons, and the trunk space are considered part of the same index hierarchy. Generally, all seating is declared first - the driver and passengers and and gunners. Following that are the mounted weapons and other utilities. Trunk space starts being indexed afterwards. To keep it simple, infantry seating, mounted weapons, and utilities are stored separately herein. The `Map` of `Utility` objects is given using the same inventory index positions. Positive indices and zero are considered "represented" and must be assigned a globally unique identifier and must be present in the containing vehicle's `ObjectCreateMessage` packet. The index is the mount position, reflecting the position in the zero-index inventory. Negative indices are expected to be excluded from this conversion. The value of the negative index does not have a specific meaning.
    The importance of a vehicle's owner can not be overlooked. The owner is someone who can control who can sit in the vehicle's seats either through broad categorization or discriminating selection ("kicking") and who has access to and can allow access to the vehicle's trunk capacity. The driver is the only player that can access a vehicle's saved loadouts through a repair/rearm silo and can procure equipment from the said silo. The owner of a vehicle and the driver of a vehicle as mostly interchangeable terms for this reason and it can be summarized that the player who has access to the driver mount meets the qualifications for the "owner" so long as that player is the last person to have sat in that mount. All previous ownership information is replaced just as soon as someone else sits in the driver's mount. Ownership is also transferred as players die and respawn (from and to the same client) and when they leave a continent without taking the vehicle they currently own with them. (They also lose ownership when they leave the game, of course.)
    All seats have vehicle-level properties on top of their own internal properties. A mount has a glyph projected onto the ground when the vehicle is not moving that is used to mark where the mount can be accessed, as well as broadcasting the current access condition of the mount. As indicated previously, seats are composed into categories and the categories used to control access. The "driver" group has already been mentioned and is usually composed of a single mount, the "first" one. The driver mount is typically locked to the person who can sit in it - the owner - unless manually unlocked. Any mount besides the "driver" that has a weapon controlled from the mount is called a "gunner" seats. Any other mount besides the "driver" mount and "gunner" seats is called a "passenger" mount. All of these seats are typically unlocked normally. The "trunk" also counts as an access group even though it is not directly attached to a mount and starts as "locked." The categories all have their own glyphs, sharing a red cross glyph as a "can not access" state, and may also use their lack of visibility to express state. In terms of individual access, each mount can have its current occupant ejected, save for the driver's mount.

    See also

      `Vehicle.EquipmentUtilities`

### Value Members

1.  object AmmoBox
2.  object BoomerDeployableDefinition
3.  object ConstructionItem
4.  object Default
5.  object Deployables
6.  object ExplosiveDeployable
7.  object ExplosiveDeployableControl
8.  object ExplosiveDeployableDefinition
9.  object GlobalDefinitions
10.  object Kit
11.  object LivePlayerList

    A class for storing `Player` mappings for users that are currently online.

    A class for storing `Player` mappings for users that are currently online. The mapping system is tightly coupled between the `Avatar` class and to an instance of `WorldSessionActor`.
    Use:
    1) When a users logs in during `WorldSessionActor`, associate that user's session id and their character (avatar).
    `LivePlayerList.Add(session, avatar)`
    2) In between the previous two steps, a range of characters may be queried based on provided statistics.
    `LivePlayerList.WorldPopulation(...)`
    3) When the user leaves the game entirely, his character's entry is removed from the mapping.
    `LivePlayerList.Remove(session)`

12.  object LocalLockerItem
13.  object LocalProjectile
14.  object MineDeployableControl
15.  object Ntu
16.  object ObjectType extends Enumeration
17.  object OffhandEquipmentSlot
18.  object PlanetSideGameObject
19.  object Player
20.  object Players
21.  object SensorDeployableControl
22.  object SensorDeployableDefinition
23.  object ShieldGeneratorControl
24.  object SimpleItem
25.  object SpawnPoint
26.  object SpecialEmp

    Information and functions useful for the construction of a server-side electromagnetic pulse (not intigated by any specific thing the client does).

27.  object Telepad
28.  object TelepadControl
29.  object TelepadDeployableDefinition
30.  object Tool
31.  object Tools
32.  object TrapDeployableDefinition
33.  object TurretDeployableDefinition
34.  object Vehicle
35.  object Vehicles

### Ungrouped