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

PSF-LoginServer - master < Back


# Packages

-  package root
  Definition Classes
    root
-  package net
  Definition Classes
    root
-  package psforever
  Definition Classes
    net
-  package objects
  Definition Classes
    psforever
-  package avatar
  Definition Classes
    objects
- Avatar
- Avatars
- BattleRank
- Certification
- CommandRank
- CorpseControl
- Cosmetic
- DeployableToolbox
- FirstTimeEvents
- Implant
- LoadoutManager
- PlayerControl
- SpecialCarry
-  package ballistics
  Definition Classes
    objects
-  package ce
  Definition Classes
    objects
-  package definition
  Definition Classes
    objects
-  package entity
  Definition Classes
    objects
-  package equipment
  Definition Classes
    objects
-  package geometry
  Definition Classes
    objects
-  package guid
  Definition Classes
    objects
-  package inventory
  Definition Classes
    objects
-  package loadouts
  Definition Classes
    objects
-  package locker
  Definition Classes
    objects
-  package serverobject
  Definition Classes
    objects
-  package teamwork
  Definition Classes
    objects
-  package vehicles
  Definition Classes
    objects
-  package vital
  Definition Classes
    objects
-  package zones
  Definition Classes
    objects

p

net.psforever.objects

# avatar

#### package avatar


Ordering

1. Alphabetic

Visibility

1. Public
2. Protected

### Type Members

1.  case class Avatar (id: Int, name: String, faction: types.PlanetSideEmpire.Value, sex: CharacterSex, head: Int, voice: types.CharacterVoice.Value, bep: Long = 0, cep: Long = 0, stamina: Int = 100, fatigued: Boolean = false, cosmetics: Option[Set[Cosmetic]] = None, certifications: Set[Certification] = Set(), loadouts: Seq[Option[Loadout]] = Seq.fill(15)(None), squadLoadouts: Seq[Option[SquadLoadout]] = Seq.fill(10)(None), implants: Seq[Option[Implant]] = Seq(None, None, None), locker: LockerContainer = Avatar.makeLocker(), deployables: DeployableToolbox = new DeployableToolbox(), lookingForSquad: Boolean = false, vehicle: Option[PlanetSideGUID] = None, firstTimeEvents: Set[String] = FirstTimeEvents.Maps ++ FirstTimeEvents.Monoliths ++ FirstTimeEvents.Standard.All ++ FirstTimeEvents.Cavern.All ++ FirstTimeEvents.TR.All ++ FirstTimeEvents.NC.All ++ FirstTimeEvents.VS.All ++ FirstTimeEvents.Generic, purchaseTimes: Map[String, LocalDateTime] = Map(), useTimes: Map[String, LocalDateTime] = Map()) extends Product with Serializable
2.  sealed abstract class BattleRank extends IntEnumEntry

   Battle ranks and their starting experience values Source: http://wiki.psforever.net/wiki/Battle_Rank

3.  sealed abstract class Certification extends IntEnumEntry
4.  sealed abstract class CommandRank extends IntEnumEntry

   Command ranks and their starting experience values

5.  class CorpseControl extends Actor with ContainableBehavior
6.  sealed abstract class Cosmetic extends IntEnumEntry

   Avatar cosmetic options

7.  class DeployableToolbox extends AnyRef

   A class that keeps track - "manages" - deployables that are owned by the avatar.
   Deployables belong to the Engineering certification line of certifications.

   A class that keeps track - "manages" - deployables that are owned by the avatar.
   Deployables belong to the Engineering certification line of certifications. `CombatEngineering` and above certifications include permissions for different types of deployables, and one unique type of deployable is available through the `GroundSupport` and one that also requires `AdvancedHacking`. (They are collectively called "ce" for that reason.)
   Not only does the level of certification change the maximum number of deployables that can be managed by type but it also influences the maximum number of deployables that can be managed by category. Individual deployables are counted by type and category individually in special data structures to avoid having to probe the primary list of deployable references whenever a question of quantity is asked. As deployables are added and removed, and tracked certifications are added and removed, these structures are updated to reflect proper count. For example, the greatest number of spitfire turrets that can be placed is 15 (individual count) and the greatest number of shadow turrets and cerebus turrets that can be placed is 5 each (individual counts) but the maximum number of small turrets that can be placed overall is only 15 (categorical count). Spitfire turrets, shadow turrets, and cerebus turrets are all included in the category of small turrets.

8.  case class Implant (definition: ImplantDefinition, active: Boolean = false, initialized: Boolean = false) extends Product with Serializable
9.  class LoadoutManager extends AnyRef
10.  class PlayerControl extends Actor with JammableBehavior with Damageable with ContainableBehavior with AggravatedBehavior with AuraEffectBehavior with RespondsToZoneEnvironment
11.  sealed abstract class SpecialCarry extends StringEnumEntry

### Value Members

1.  object Avatar extends Serializable
2.  object Avatars extends Enumeration

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

   An `Enumeration` of all the avatar types in the game, paired with their object id as the `Value`. #121 is the most important.

3.  case object BattleRank extends IntEnum[BattleRank] with Product with Serializable
4.  case object Certification extends IntEnum[Certification] with Product with Serializable
5.  case object CommandRank extends IntEnum[CommandRank] with Product with Serializable
6.  case object Cosmetic extends IntEnum[Cosmetic] with Product with Serializable
7.  object DeployableToolbox
8.  object FirstTimeEvents
9.  object PlayerControl
10.  object SpecialCarry extends StringEnum[SpecialCarry]

    Things that the player can carry that are not stored in the inventory or in holsters.

### Ungrouped