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//============================================================================= // MatSubAction: Base class for Matinee sub actions. // // A Matinee action can have any number of sub actions. These sub actions // are executed while the main action is running. //============================================================================= #exec Texture Import File=Textures\SubActionFOV.pcx Name=SubActionFOV Mips=Off #exec Texture Import File=Textures\SubActionTrigger.pcx Name=SubActionTrigger Mips=Off #exec Texture Import File=Textures\SubActionParticleTrigger.pcx Name=SubActionParticleTrigger Mips=Off //NEW(arl): SubActionParticleTrigger #exec Texture Import File=Textures\SubActionConsoleCommand.pcx Name=SubActionConsoleCommand Mips=Off #exec Texture Import File=Textures\SubActionOrientation.pcx Name=SubActionOrientation Mips=Off #exec Texture Import File=Textures\SubActionFade.pcx Name=SubActionFade Mips=Off #exec Texture Import File=Textures\SubActionGameSpeed.pcx Name=SubActionGameSpeed Mips=Off #exec Texture Import File=Textures\SubActionSceneSpeed.pcx Name=SubActionSceneSpeed Mips=Off class MatSubAction extends MatObject abstract native; enum ESAStatus { SASTATUS_Waiting, // Waiting to execute SASTATUS_Running, // Is currently executing SASTATUS_Ending, // Is one tick away from expiring SASTATUS_Expired, // Has executed and finished (ignore for rest of scene) }; var(Time) float Delay; // Seconds before it actually executes var(Time) float Duration; // How many seconds it should take to complete var texture Icon; // The icon to use in the matinee UI var ESAStatus Status; // The status of this subaction var localized string Desc; // Desc used by the editor and engine stats var /*transient*/ float PctStarting; var /*transient*/ float PctEnding; var /*transient*/ float PctDuration; defaultproperties { Desc="N/A" } |
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