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

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 objects
  Definition Classes
    psforever
-  package avatar
  Definition Classes
    objects
-  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
- EquipmentLoadout
- InfantryLoadout
- Loadout
- SquadLoadout
- SquadPositionLoadout
- VehicleLoadout
-  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

# loadouts

#### package loadouts


Ordering

1. Alphabetic

Visibility

1. Public
2. Protected

### Type Members

1.  abstract class EquipmentLoadout extends Loadout

   The base of all specific kinds of blueprint containers.

   The base of all specific kinds of blueprint containers. This previous state can be restored on any appropriate template from which the loadout was copied by reconstructing any items (if warranted and permitted) or restoring any appropriate fields. The three fields are the name assigned to the loadout, the visible items that are created (which obey different rules depending on the source), and the concealed items that are created and added to the source's `Inventory`.
   For example, the `visible_slots` on a `Player`-borne loadout will transform into the form `Array[EquipmentSlot]`; `Vehicle`-originating loadouts transform into the form `Map[Int, Equipment]`.
   The lists of user-specific loadouts are initialized with `FavoritesMessage` packets. Specific entries are loaded or removed using `FavoritesRequest` packets.

2.  final case class InfantryLoadout (label: String, visible_slots: List[SimplifiedEntry], inventory: List[SimplifiedEntry], exosuit: types.ExoSuitType.Value, subtype: Int) extends EquipmentLoadout with Product with Serializable

   A blueprint of a player's uniform, their holster items, and their inventory items, saved in a specific state.

   A blueprint of a player's uniform, their holster items, and their inventory items, saved in a specific state. This previous state can be restored on any given player template by reconstructing the items (if permitted) and re-assigning the uniform (if available).
   The fifth tab on an `order_terminal` window is occupied by the list of "Favorite" `Loadout` blueprints. The ten-long list is initialized with `FavoritesMessage` packets assigned to the "Infantry" list. Specific entries are added or removed using `FavoritesRequest` packets, re-established using other conventional game packets.

   label

     the name by which this inventory will be known when displayed in a Favorites list; field gets inherited

   visible_slots

     simplified representation of the `Equipment` that can see "seen" on the target; field gets inherited

   inventory

     simplified representation of the `Equipment` in the target's inventory or trunk; field gets inherited

   exosuit

     the exo-suit in which the avatar will be dressed; may be restricted

   subtype

     the mechanized assault exo-suit specialization number that indicates whether the MAX performs: anti-infantry (1), anti-vehicular (2), or anti-air work (3); the default value is 0

3.  abstract class Loadout extends AnyRef

   The base of all specific kinds of blueprint containers.

   The base of all specific kinds of blueprint containers. This previous state can be restored on any appropriate template from which the loadout was copied by reconstructing any items (if warranted and permitted) or restoring any appropriate fields.

4.  final case class SquadLoadout (task: String, zone_id: Option[Int], members: List[SquadPositionLoadout]) extends Loadout with Product with Serializable
5.  final case class SquadPositionLoadout (index: Int, role: String, orders: String, requirements: Set[Certification]) extends Product with Serializable
6.  final case class VehicleLoadout (label: String, visible_slots: List[SimplifiedEntry], inventory: List[SimplifiedEntry], vehicle_definition: VehicleDefinition) extends EquipmentLoadout with Product with Serializable

   A blueprint of a vehicle's mounted weapons and its inventory items, saved in a specific state.

   A blueprint of a vehicle's mounted weapons and its inventory items, saved in a specific state. This previous state can be restored on an apporpriate vehicle template by reconstructing the items (if permitted). Mismatched vehicles may produce no loadout or an imperfect loadout depending on specifications.
   The second tab on an `repair_silo` window is occupied by the list of "Favorite" `Loadout` blueprints. The five-long list is initialized with `FavoritesMessage` packets assigned to the "Vehicle" list. Specific entries are added or removed using `FavoritesRequest` packets, re-established using other conventional game packets.

   label

     the name by which this inventory will be known when displayed in a Favorites list; field gets inherited

   visible_slots

     simplified representation of the `Equipment` that can see "seen" on the target; field gets inherited

   inventory

     simplified representation of the `Equipment` in the target's inventory or trunk; field gets inherited

   vehicle_definition

     the original type of vehicle whose state is being populated

### Value Members

1.  object InfantryLoadout extends Serializable
2.  object Loadout

### Ungrouped