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//============================================================================= // LevelInfo contains information about the current level. There should // be one per level and it should be actor 0. UnrealEd creates each level's // LevelInfo automatically so you should never have to place one // manually. // // The ZoneInfo properties in the LevelInfo are used to define // the properties of all zones which don't themselves have ZoneInfo. //============================================================================= class LevelInfo extends ZoneInfo native nativereplication; // Textures. #exec Texture Import File=Textures\WhiteSquareTexture.pcx #exec Texture Import File=Textures\S_Vertex.tga Name=LargeVertex //NEW #exec Texture Import File=Textures\WireframeTexture64.tga NAME=WireframeTexture //reduce memory consumption from 350k to 22k //OLD #exec Texture Import File=Textures\WireframeTexture.tga //NEW (mdf) moved here from UnPath.h IF THESE SIZES CHANGE, UPDATE PATHSIZES ALSO const MINCOMMONRADIUS = 20.0; // min typical radius for non-human intelligent creatures const HUMANRADIUS = 28.0; // normal player pawn radius const COMMONRADIUS = 34.0; // max typical radius of intelligent creatures const MAXCOMMONRADIUS = 100.0; // max radius to consider in building paths const MINCOMMONHEIGHT = 20.0; // min typical height for non-human intelligent creatures const HUMANHEIGHT = 54.0; // normal playerpawn height const COMMONHEIGHT = 70.0; // max typical radius of intelligent creatures const MAXCOMMONHEIGHT = 100.0; // max height to consider in building paths const CROUCHEDHUMANHEIGHT = 32.0; // crouched playerpawn height const TESTJUMPZ = 470.0; // jumpz for defining paths (based on player jumpz for your game) const TESTMAXFALLSPEED = 2500.0; // maximum landing speed without taking damage, for the pawntype that can survive the highest landing speed const TESTSTANDARDFALLSPEED = 1200.0; const PATHPRUNING = 1.2; // maximum relative length of indirect path to allow pruning of direct reachspec between two pathnodes const MAXJUMPHEIGHT = 94.0; // max height of ledge pawn can jump up onto const MINMOVETHRESHOLD = 4.1; // minimum distance to consider an AI predicted move valid const HUMANCROUCHHEIGHT = 32.0; //OLD //NEW (mdf) expose max pathing distances (tbd - make these level properties?) const PathsMaxDist = 1200.0; const PathsMaxDistSquared = 1440000.0; //OLD //NEW (arl) Level-Objectives support. enum ELevelObjectiveStatus { OBJECTIVE_Disabled, OBJECTIVE_Incomplete, OBJECTIVE_Completed, OBJECTIVE_Failed, }; var localized string LevelObjectiveStatusText[4]; struct native TLevelObjective { var() name Tag; var() string Text; var() ELevelObjectiveStatus Status; }; var() localized array<TLevelObjective> LevelObjectives; var() localized string EmptyObjectivesText; //OLD //----------------------------------------------------------------------------- // Level time. // Time passage. var() float TimeDilation; // Normally 1 - scales real time passage. // Current time. var float TimeSeconds; // Time in seconds since level began play. var transient int Year; // Year. var transient int Month; // Month. var transient int Day; // Day of month. var transient int DayOfWeek; // Day of week. var transient int Hour; // Hour. var transient int Minute; // Minute. var transient int Second; // Second. var transient int Millisecond; // Millisecond. var float PauseDelay; // time at which to start pause //----------------------------------------------------------------------------- // Text info about level. var() localized string Title; var() string Author; // Who built it. var() int IdealPlayerCount; // Ideal number of players for this level. var() localized string LevelEnterText; // Message to tell players when they enter. var() string LocalizedPkg; // Package to look in for localizations. var PlayerReplicationInfo Pauser; // If paused, name of person pausing the game. var LevelSummary Summary; var LevelDesc Description; //NEW: Remove LevelSummary, etc? var string VisibleGroups; // List of the group names which were checked when the level was last saved var bool bDisableAmbientSound; //NEW: controls whether ambient sound plays //----------------------------------------------------------------------------- // Flags affecting the level. var() bool bLonePlayer; // No multiplayer coordination, i.e. for entranceways. var bool bBegunPlay; // Whether gameplay has begun. var bool bPlayersOnly; // Only update players. var bool bHighDetailMode; // Client high-detail mode. var bool bDropDetail; // frame rate is below DesiredFrameRate, so drop high detail actors var bool bAggressiveLOD; // frame rate is well below DesiredFrameRate, so make LOD more aggressive var bool bStartup; // Starting gameplay. //NEW (mdf) var(Paths) const editconst int PathsRebuiltStamp; // set to RequiredPathsRebuiltStamp when paths rebuilt var(Paths) const editconst int RequiredPathsRebuiltStamp; // minimum stamp needed for paths to be considered valid (incremented when build changed in a way that requires paths to be rebuilt /*OLD var bool bPathsRebuilt; // True if path network is valid */ var transient const bool bPhysicsVolumesInitialized; // true if physicsvolume list initialized //----------------------------------------------------------------------------- //NEW (mdf) Legend - used for saving the viewport camera positions var() vector CameraLocationDynamic; var() vector CameraLocationTop; var() vector CameraLocationFront; var() vector CameraLocationSide; var() rotator CameraRotationDynamic; //OLD //----------------------------------------------------------------------------- // Audio properties. var(Audio) string Song; // Filename of the streaming song. var(Audio) float PlayerDoppler; // Player doppler shift, 0=none, 1=full. var(Audio) float AudioMaxRadiusMultiplier; //NEW (mwp) formerly GAudioMaxRadiusMultiplier in Core.h //NEW //----------------------------------------------------------------------------- var(DirectMusic) string DMSong,DMScript; //OLD //----------------------------------------------------------------------------- // Miscellaneous information. var() float Brightness; var() texture Screenshot; var texture DefaultTexture; var texture WireframeTexture; var texture WhiteSquareTexture; var texture LargeVertex; var int HubStackLevel; var transient enum ELevelAction { LEVACT_None, LEVACT_Loading, LEVACT_Saving, LEVACT_Connecting, LEVACT_Precaching, LEVACT_GameOver, LEVACT_MissionFailed, LEVACT_Initializing, } LevelAction; struct native UIComponentInfo { var() string Component; var() string Parent; }; var() array<UIComponentInfo> UIComponents; //----------------------------------------------------------------------------- // Renderer Management. var() bool bNeverPrecache; var() bool bCoronaPawnTrace; //NEW (mwp) var() float NearClippingPlane; //NEW (mwp) set NEAR_CLIPPING_PLANE with this value when the level is loaded var() float FarClippingPlane; //NEW (mwp) set FAR_CLIPPING_PLANE with this value when the level is loaded //----------------------------------------------------------------------------- // Networking. var enum ENetMode { NM_Standalone, // Standalone game. NM_DedicatedServer, // Dedicated server, no local client. NM_ListenServer, // Listen server. NM_Client // Client only, no local server. } NetMode; var string ComputerName; // Machine's name according to the OS. var string EngineVersion; // Engine version. var string MinNetVersion; // Min engine version that is net compatible. //----------------------------------------------------------------------------- // Gameplay rules var() string DefaultGameType; var GameInfo Game; //NEW (mwp) Support for level-specific inventory configuration (for single-player) implemented w/in the game-specific GameInfo var() array< class<Inventory> > DefaultInventory; //OLD //----------------------------------------------------------------------------- // Navigation point and Pawn lists (chained using nextNavigationPoint and nextPawn). var const NavigationPoint NavigationPointList; var const Controller ControllerList; var const PlayerController PlayerControllerList; //NEW (mdf) var const Pawn PawnList; //NEW (mdf) var private array<Actor> CoverActorList; //NEW (mdf) cover support var private array<Actor> SpecialColliderList; //NEW (mdf) XMP support var() array< class<Actor> > PrecacheList; //NEW (mdf) var globalconfig bool bPrecacheActors; //NEW (mdf) var private array<Mesh> MeshList; //NEW (mdf) fix for Golem serialization issues //NEW MJL: generic lists var() array<ActorList> ActorLists; //OLD //NEW: particles var array<Object> ExternalForces; // list of forces which affect bExternallyAffected ParticleTemplates. var array<Object> AffectedTemplates; // list of the aforementioned templates. //OLD //----------------------------------------------------------------------------- // Server related. var string NextURL; var bool bNextItems; var float NextSwitchCountdown; //----------------------------------------------------------------------------- // Global object recycling pool. var ObjectPool ObjectPool; struct native ObjectPoolPrecacheItem { var() config class ObjectClass; var() config int NumObjects; }; var() globalconfig array<ObjectPoolPrecacheItem> ObjectPoolPrecacheList; var() bool bDisableObjectPoolPrecache; //NEW: MP3 //----------------------------------------------------------------------------- // MP3 playback var() string MP3Filename; //OLD var() string MapName; //NEW (mdf) mapname (e.g. to get around autoplay issue) -- should be a valid filename var() bool bVerboseWarnings; //NEW (mdf) controls which errors/warnings are shown when building level var const array<ReachSpec> ReachSpecs; //NEW (mdf) list of all reachspecs in level var(Paths) array<TCollision> PathSizes; //NEW (mdf) DO NOT MODIFY THIS UNLESS YOU KNOW WHAT YOU ARE DOING - list of path sizes to use when building paths (smallest to largest) var(Paths) bool bPathsFilterFly; //NEW (mdf) var(Paths) bool bPathsFilterSwim; //NEW (mdf) var(Paths) float PathsMaxJumpDownDistance; //NEW (mdf) var(Paths) float PathsMaxJumpUpDistance; //NEW (mdf) var(Paths) float PathsMaxJumpDistance; //NEW (mdf) var(Paths) float PathsGroundSpeed; //NEW (mdf) groundspeed for defining paths (based on player groundspeed for your game) var(Paths) bool bPlayerOnlyPickups; //NEW (mdf) if true, pickups not used for paths //----------------------------------------------------------------------------- // Functions. //NEW (mdf) tbd: /* Attempts to insert a path node into the level's path network at the given location. First sees whether a PathNode can be placed at the given location and moves the PathNode down so that it is resting on the level geometry below it. If all is well, attempts to join the new path node to neighbouring pathnodes which are within PathsMaxDist units. Does a simple reachability test using the default player sizes (doesn't try all the sizes that are used during "paths define"). If the reachability test succeeds, inserts that path into the level's path node network: +adds the new reachspec to the end of the path node's PathList list +inserts the navigation point into the level's NavigationPoint list (if its not there already) Also checks paths in the opposite direction. Use bForce=true to force the exact given location to be used (won't attempt to drop the PathNode to the ground). Returns true/false for success/failure. native static final function bool AddPathNode( vector Location, optional bool bForce ); */ //OLD //NEW MJL: generic lists /* Usage: Level.ActorLists[Level.GetListNum('SomeName')].ActorTypes .... local array<actor> List; List = Level.GetList('Pawn'); for( i=0; i<List.Length; i++ ) log(List[i].Location); //log the location of the various pawn's locations */ native simulated final function AddList( name ListName, array<ActorType> ActorTypes ); // add list by name with given ActorTypes native simulated final function RemoveList( name ListName); // remove list by name native simulated function int GetListNum( name ListName ); // get the number for a given list name native simulated function array<Actor> GetList( name ListName ); // get the actor list for a given list name //OLD //NEW (mjl) Lists native(1080) final function RegisterExternalForce( Object Force ); native(1081) final function UnRegisterExternalForce( Object Force ); native(1082) final function RegisterAffectedTemplate( Object ParticleTemplate ); native(1083) final function UnRegisterAffectedTemplate( Object ParticleTemplate ); //OLD //NEW // // Returns our LevelDesc object (creating it if necessary). // native simulated function LevelDesc GetLevelDesc(); //OLD // // Return the URL of this level on the local machine. // native simulated function string GetLocalURL(); //NEW URL option support native simulated function bool HasURLOption( string Option ); native simulated function bool GetURLOption( string Option, out string Value ); native simulated function AddURLOption( string Option, string Value ); native simulated function RemoveURLOption( string Option ); //OLD // // Return the URL of this level, which may possibly // exist on a remote machine. // native simulated function string GetAddressURL(); // // Jump the server to a new level. // event ServerTravel( string URL, bool bItems ) { if( NextURL=="" ) { bNextItems = bItems; NextURL = URL; if( Game!=None ) Game.ProcessServerTravel( URL, bItems ); else NextSwitchCountdown = 0; } } // // ensure the DefaultPhysicsVolume class is loaded. // function ThisIsNeverExecuted() { local DefaultPhysicsVolume P; P = None; } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { // perform garbage collection of objects (not done during gameplay) ConsoleCommand("OBJ GARBAGE"); Super.Reset(); } //----------------------------------------------------------------------------- // Network replication. /* replication { reliable if( bNetDirty && Role==ROLE_Authority ) Pauser, TimeDilation; } */ // // PreBeginPlay // simulated event PreBeginPlay() { // Don't precache for entry. if(string(Outer)=="Entry") return; // Create the object pool. ObjectPool = new(Self) class'ObjectPool'; PrecacheObjects(); } simulated function PrecacheObjects() { local int i,j; local ShadowBitmapMaterial M; local array<Object> Objects; if(bDisableObjectPoolPrecache) return; // Precache objects. for(i=0; i<ObjectPoolPrecacheList.Length; i++) { Objects.Length = ObjectPoolPrecacheList[i].NumObjects; for(j=0; j<Objects.Length; j++) Objects[j] = ObjectPool.AllocateObject(ObjectPoolPrecacheList[i].ObjectClass,Self); for(j=0; j<Objects.Length; j++) ObjectPool.FreeObject(Objects[j]); } // Hack for precaching ShadowBitmapMaterials. for(i=0; i<ObjectPool.Objects.Length; i++) { M = ShadowBitmapMaterial(ObjectPool.Objects[i]); if(M?) M.SetRes(GetClient().ShadowResolution); } } event Replication() { Super.Replication(); DOREP('Pauser'); DOREP('TimeDilation'); } //NEW (mdf) function AddToCoverActorList( Actor A ) { //local int ii; CoverActorList[ CoverActorList.Length ] = A; //DMTNS( "AddToCoverActorList added: " $ A $ " to list with " $ CoverActorList.Length-1 $ " entries:" ); //for( ii=0; ii<CoverActorList.Length; ii++ ) // DMTNS( " " $ ii $ ": " $ CoverActorList[ ii ] ); } function RemoveFromCoverActorList( Actor A ) { local bool bFound; local int ii; for( ii=0; ii<CoverActorList.Length; ii++ ) { if( CoverActorList[ ii ] == A ) { CoverActorList.Remove( ii, 1 ); bFound = true; break; } } //DMTNS( "RemoveFromCoverActorList removed: " $ A $ " from list with " $ CoverActorList.Length+1 $ " entries:" ); //DMAssert( bFound, GetContext(0) @ " Actor not found in list: " $ A ); //for( ii=0; ii<CoverActorList.Length; ii++ ) // DMTNS( " " $ ii $ ": " $ CoverActorList[ ii ] ); } function AddToSpecialColliderList( Actor A ) { //local int ii; SpecialColliderList[ SpecialColliderList.Length ] = A; //DMTNS( "AddToSpecialColliderList added: " $ A $ " to list with " $ CoverActorList.Length-1 $ " entries:" ); //for( ii=0; ii<SpecialColliderList.Length; ii++ ) // DMTNS( " " $ ii $ ": " $ SpecialColliderList[ ii ] ); } function RemoveFromSpecialColliderList( Actor A ) { local bool bFound; local int ii; for( ii=0; ii<SpecialColliderList.Length; ii++ ) { if( SpecialColliderList[ ii ] == A ) { SpecialColliderList.Remove( ii, 1 ); bFound = true; break; } } //DMTNS( "RemoveFromSpecialColliderList removed: " $ A $ " from list with " $ SpecialColliderList.Length+1 $ " entries:" ); //DMAssert( bFound, GetContext(0) @ " Actor not found in list: " $ A ); //for( ii=0; ii<SpecialColliderList.Length; ii++ ) // DMTNS( " " $ ii $ ": " $ SpecialColliderList[ ii ] ); } function bool HasSpecialColliders() { return ( SpecialColliderList.Length > 0 ); } //OLD //NEW (mdf) fix for Golem serialization issues // NOTE (mdf): destroy is causing problems with golem. If you save/load // a level when there are no more references to Mesh X, then Mesh X is // "cleaned up" and subsequent NPCs which are spawned in and use that // Mesh won't have a mesh (and will be drawn as a collision cylinder). // This code makes sure that there is always at least one reference // to any Mesh that has been used in the level. function AddMeshListEntry( Actor A ) { local int ii; if( A.Mesh == None || A.DrawType != DT_Mesh ) return; // not applicable for( ii=0; ii<MeshList.Length; ii++ ) { if( MeshList[ ii ] == A.Mesh ) return; // already in list } MeshList[ MeshList.Length ] = A.Mesh; } //OLD //NEW (arl) Level-Objectives support. function array<string> UpdateObjective( name Tag, ELevelObjectiveStatus Status ) { local array<string> Text; local int i,j; for(i=0;i<LevelObjectives.length;i++) if(LevelObjectives[i].Tag==Tag) { if(LevelObjectives[i].Status==OBJECTIVE_Disabled) Text[j++]=LevelObjectives[i].Text; LevelObjectives[i].Status=Status; } return Text; } function array<string> GetObjectives() { local array<string> Objectives; local int i,j; for(i=0;i<LevelObjectives.length;i++) if(LevelObjectives[i].Status!=OBJECTIVE_Disabled) Objectives[j++] = " * " $ LevelObjectiveStatusText[LevelObjectives[i].Status] $ " " $ LevelObjectives[i].Text; if(Objectives.length==0) Objectives[0]=EmptyObjectivesText; return Objectives; } //OLD defaultproperties { LevelObjectiveStatusText(0)="[Disabled]" LevelObjectiveStatusText(1)="[Incomplete]" LevelObjectiveStatusText(2)="[Completed]" LevelObjectiveStatusText(3)="[Failed]" EmptyObjectivesText="No current objectives." TimeDilation=1.000000 Title="Untitled" VisibleGroups="None" bHighDetailMode=true PathsRebuiltStamp=1 RequiredPathsRebuiltStamp=4 CameraLocationDynamic=(X=-500.000000,Y=-300.000000,Z=300.000000) CameraLocationTop=(X=-500.000000,Y=-300.000000,Z=40000.000000) CameraLocationFront=(X=-500.000000,Y=300.000000,Z=40000.000000) CameraLocationSide=(X=-300.000000,Y=300.000000,Z=40000.000000) AudioMaxRadiusMultiplier=100.000000 Brightness=1.000000 DefaultTexture=Texture'Engine.DefaultTexture' WireframeTexture=Texture'Engine.WireframeTexture' WhiteSquareTexture=Texture'Engine.WhiteSquareTexture' LargeVertex=Texture'Engine.LargeVertex' NearClippingPlane=10.000000 FarClippingPlane=65536.000000 bPrecacheActors=true ObjectPoolPrecacheList(0)=(ObjectClass=Class'Engine.ShadowBitmapMaterial',NumObjects=16) PathSizes(0)=(Height=20.000000,Radius=20.000000) PathSizes(1)=(Height=32.000000,Radius=28.000000) PathSizes(2)=(Height=54.000000,Radius=28.000000) PathSizes(3)=(Height=70.000000,Radius=34.000000) PathSizes(4)=(Height=70.000000,Radius=40.000000) PathSizes(5)=(Height=70.000000,Radius=60.000000) PathSizes(6)=(Height=96.000000,Radius=60.000000) PathSizes(7)=(Height=100.000000,Radius=80.000000) PathSizes(8)=(Height=100.000000,Radius=100.000000) PathSizes(9)=(Height=100.000000,Radius=120.000000) PathsMaxJumpDownDistance=340282346638528860000000000000000000000.000000 PathsMaxJumpUpDistance=340282346638528860000000000000000000000.000000 PathsMaxJumpDistance=340282346638528860000000000000000000000.000000 PathsGroundSpeed=263.000000 bPlayerOnlyPickups=true bWorldGeometry=true bAlwaysRelevant=true NetUpdateFrequency=0.250000 bHiddenEd=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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