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//============================================================================= // HitActorDebugInfoManager.uc // $Author: Mfox $ // $Date: 12/12/02 12:44p $ // $Revision: 53 $ //============================================================================= class HitActorDebugInfoManager extends DebugInfoManager config(User); /*----------------------------------------------------------------------------- Handy class for showing on-screen information for the Actor currently under the player's crosshair, or for a "locked" actor. See tracetoggle, tracelock etc. exec commands. */ var config bool bShowLevel; var config bool bShowAgentInfo; var private Actor ActorToShow; var private Actor.CheckResult LevelHit; //----------------------------------------------------------------------------- function Cleanup() { ActorToShow = None; Super.Cleanup(); } //----------------------------------------------------------------------------- function bool SetLevelHit() { local vector TraceStart; if( PCOwner.Pawn != None ) { TraceStart = PCOwner.Pawn.Location; TraceStart.Z += PCOwner.Pawn.BaseEyeHeight; return !class'Util'.static.RSLC( LevelHit, PCOwner.Pawn, TraceStart, vector(PCOwner.Rotation),,, PCOwner.TRACE_Level ); } else { TraceStart = PCOwner.Location; return !class'Util'.static.RSLC( LevelHit, PCOwner, TraceStart, vector(PCOwner.Rotation),,, PCOwner.TRACE_Level ); } } //----------------------------------------------------------------------------- function string GetBaseInfo() { local string StrTemp; StrTemp = class'Util'.static.GetFloatString(PCOwner.Level.TimeSeconds); if( GetActorToShow() != None || bConsoleEcho || bLogfileEcho ) { StrTemp = StrTemp $ " ("; if( GetActorToShow() != None ) StrTemp = StrTemp $ "LOCKED"; if( bConsoleEcho ) StrTemp = StrTemp $ ">Con"; if( bLogfileEcho ) StrTemp = StrTemp $ ">Log"; StrTemp = StrTemp $ ") "; } else { StrTemp = StrTemp $ " "; } return StrTemp; } //----------------------------------------------------------------------------- function DoSetInfoStringsLevel() { local Material Tex; local Material.CheckResult MaterialHit; MaterialHit.Next = LevelHit.Next; MaterialHit.Actor = LevelHit.Actor; MaterialHit.Location = LevelHit.Location; MaterialHit.Normal = LevelHit.Normal; MaterialHit.Primitive = LevelHit.Primitive; MaterialHit.Time = LevelHit.Time; MaterialHit.Item = LevelHit.Item; MaterialHit.Material = LevelHit.Material; if( PCOwner.Pawn != None ) InfoStrings[InfoStrings.Length] = GetBaseInfo() $ LevelHit.Actor.Name $ " Dist=" $ int(VSize( LevelHit.Location - PCOwner.Pawn.Location)); else InfoStrings[InfoStrings.Length] = GetBaseInfo() $ LevelHit.Actor.Name $ " Dist=" $ int(VSize( LevelHit.Location - PCOwner.Location)); InfoStrings[InfoStrings.Length] = " Location " $ class'Util'.static.GetVectorString(LevelHit.Location); InfoStrings[InfoStrings.Length] = " Normal " $ class'Util'.static.GetVectorString(LevelHit.Normal); Tex = class'Material'.static.GetHitTexture( MaterialHit ); if( Tex != None ) InfoStrings[InfoStrings.Length]= " Texture " $ Tex $ "(" $ EnumStr( enum'ETextureType', Tex.TextureType ) $ ")" ; else InfoStrings[InfoStrings.Length]= " Texture " $ "Default"; } //----------------------------------------------------------------------------- function ShowWeaponInfo( Pawn P ) { local int AmmoAmount, ClipRounds; local Inventory Inv; local Weapon W; local U2NPCController U2NPC; local float Priority, Rating, Style; local int NumWeapons; local bool bFireEnabled, bAltFireEnabled; local byte bUseAltFire; W = P.Weapon; InfoStrings[InfoStrings.Length] = ""; if( W == None ) { InfoStrings[InfoStrings.Length] = " Weapon " $ "None"; } else { if( W.AmmoType != None ) AmmoAmount = W.AmmoType.AmmoAmount; else AmmoAmount = -1; if( U2Ammo(W.AmmoType) != None ) ClipRounds = U2Ammo(W.AmmoType).ClipRoundsRemaining; else ClipRounds = -1; InfoStrings[InfoStrings.Length] = " Weapon " $ W.Name $ " state=" $ W.GetStateName() $ " pt=" $ byte(W.bPointing) $ " rf=" $ byte(W.bRapidFire) $ " Ammo=" $ ClipRounds $ "(" $ AmmoAmount $ ")"; } U2NPC = U2NPCController(P.Controller); if( U2NPC != None ) NumWeapons = U2NPC.GetNumWeapons(); else NumWeapons = -99; InfoStrings[InfoStrings.Length-1] = InfoStrings[InfoStrings.Length-1] $ " NumWeapons: " $ NumWeapons; // show info on all weapons in inventory for( Inv=P.Inventory; Inv!=None; Inv=Inv.Inventory ) { W = Weapon(Inv); if( W != None ) { if( W.AmmoType != None ) AmmoAmount = W.AmmoType.AmmoAmount; else AmmoAmount = -1; if( P.Controller != None ) { Rating = W.RateSelf( P.Controller.ControllerEnemy, bUseAltFire ); Style = W.SuggestAttackStyle( P.Controller.ControllerEnemy ); } bFireEnabled = ( U2Weapon(W) == None || U2Weapon(W).bFireEnabledForOwner); bAltFireEnabled = ( U2Weapon(W) == None || U2Weapon(W).bAltFireEnabledForOwner); InfoStrings[InfoStrings.Length] = " " $ class'Util'.static.PadString( W.Name, 32 ) $ " Ammo=" $ class'Util'.static.PadString( AmmoAmount, 4 ) $ " F/A=" $ byte(bFireEnabled) $ "/" $ byte(bAltFireEnabled) $ " Rating= " $ class'Util'.static.PadString( class'Util'.static.GetFloatString(Rating), 7, true ) $ " Alt=" $ bUseAltFire $ " Style= " $ class'Util'.static.PadString( class'Util'.static.GetFloatString(Style), 7, true ) $ " Priority= " $ class'Util'.static.PadString( class'Util'.static.GetFloatString(W.SwitchPriority()), 7, true ); } } } //----------------------------------------------------------------------------- function ShowInventoryInfo( Pawn P ) { local Inventory Inv; local bool bInventoryFound; // show info on non-weapon/ammo inventory InfoStrings[InfoStrings.Length] = ""; InfoStrings[InfoStrings.Length] = " Inventory (except Weapons/Ammo)"; for( Inv=P.Inventory; Inv!=None; Inv=Inv.Inventory ) { if( Weapon(Inv) == None && Ammunition(Inv) == None ) { InfoStrings[InfoStrings.Length] = " " $ class'Util'.static.PadString( Inv.Name, 32 ); bInventoryFound = true; } } if( !bInventoryFound ) InfoStrings[InfoStrings.Length] = " NA"; } //----------------------------------------------------------------------------- function ShowPawnInfo( Pawn P ) { local Controller C; local Pawn CurrentEnemy; local Actor CurrentTarget; local U2NPCController U2NPC; local LicenseeController LC; local U2Pawn U2P; local int ii; local string StrTemp; local bool bDidExtendedInformation; local float EnemyDist, EnemyCCDist, TargetDist, TargetCCDist; local string SkillStr; local array<string> ExtendedInformationStrings; if( P == None ) return; InfoStrings[InfoStrings.Length] = ""; // quick access casts C = P.Controller; U2NPC = U2NPCController(C); U2P = U2Pawn(P); LC = LicenseeController(C); // show skill/controller/physics/DebugFlags if( U2NPC != None ) SkillStr = "Skill: " $ class'Util'.static.GetFloatString(U2NPC.GetSkill()); else SkillStr = "Skill: NA"; SkillStr = SkillStr $ " Difficulty: " $ P.Level.Game.GetDifficulty() $ " MaxDifficulty: " $ P.Level.Game.GetMaxDifficulty(); if( LC != None ) SkillStr = SkillStr $ " DebugFlags=" $ LC.GetDebugFlags() $ " bTrackStateChanges=" $ LC.GetTrackStateChanges(); // show controller/physics if( C != None ) InfoStrings[InfoStrings.Length] = " Controller " $ C $ " " $ SkillStr; else InfoStrings[InfoStrings.Length] = " Controller " $ C $ " " $ SkillStr; if( U2NPC != None ) InfoStrings[InfoStrings.Length] = " Behavior " $ U2NPC.GetExtendedStateInformation(); // show controller state information if( LC != None && LC.GetTrackStateChanges() ) InfoStrings[InfoStrings.Length] = " State " $ C.GetStateName() $ "," $ LC.LastStateChangeLabel $ " (" $ LC.LastStateChangeContextNameStr $ " Line=" $ LC.LastStateChangeContextLineNum $ ")"; else if( C != None ) InfoStrings[InfoStrings.Length] = " State " $ C.GetStateName(); else InfoStrings[InfoStrings.Length] = " State " $ "NA"; if( U2NPC != None ) InfoStrings[InfoStrings.Length] = " EyeHeight " $ class'Util'.static.GetFloatString(P.EyeHeight) $ "(BEH:" $ class'Util'.static.GetFloatString(P.BaseEyeHeight) $ ") bFire=" $ C.bFire $ " bAltFire=" $ C.bAltFire $ " CanFire:" $ byte(U2NPC.CanFire( true )) $ byte(U2NPC.CheckTargetInAttackRange( true )) $ byte(U2NPC.IsFacingTarget( U2NPC.GetTarget(), U2NPC.CosMinFacingTargetAngle )) $ " TimerRate=" $ class'Util'.static.GetFloatString(C.TimerRate) $ " TimerCounter=" $ class'Util'.static.GetFloatString(C.TimerCounter); else if( C != None ) InfoStrings[InfoStrings.Length] = " EyeHeight " $ class'Util'.static.GetFloatString(P.EyeHeight) $ "(BEH:" $ class'Util'.static.GetFloatString(P.BaseEyeHeight) $ ") bFire=" $ C.bFire $ " bAltFire=" $ C.bAltFire $ " TimerRate=" $ class'Util'.static.GetFloatString(C.TimerRate) $ " TimerCounter=" $ class'Util'.static.GetFloatString(C.TimerCounter); else InfoStrings[InfoStrings.Length] = " EyeHeight " $ class'Util'.static.GetFloatString(P.EyeHeight) $ "(BEH:" $ class'Util'.static.GetFloatString(P.BaseEyeHeight) $ ") bFire=NA bAltFire=NA"; if( U2P != None ) InfoStrings[InfoStrings.Length] = " Health " $ P.Health $ "/" $ P.default.Health $ " (hurt=" $ byte(U2P.GetHurt()) $ " alert=" $ byte(U2P.GetAlert()) $ " Stance=" $ U2P.GetStance() $ ") PS=" $ class'Util'.static.GetFloatString(U2P.GetPowerSuit()) $ "/" $ class'Util'.static.GetFloatString(U2P.GetPowerSuitMax()); else InfoStrings[InfoStrings.Length] = " Health " $ P.Health $ "/" $ P.default.Health; if( P.PlayerReplicationInfo != None ) InfoStrings[InfoStrings.Length] = " Name " $ P.PlayerReplicationInfo.PlayerName $ " (PRI=" $ P.PlayerReplicationInfo $ " Team=" $ P.GetTeam() $ " TI=" $ P.PlayerReplicationInfo.Team $ " Ambient=" $ byte(P.bAmbientCreature) $ " PlayerFriendly=" $ byte(P.bFriendlyToPlayerTeam) $ ")"; else InfoStrings[InfoStrings.Length] = " Name " $ "NA (Team=" $ P.GetTeam() $ " Ambient=" $ byte(P.bAmbientCreature) $ " PlayerFriendly=" $ byte(P.bFriendlyToPlayerTeam) $ ")"; if( C != None ) { CurrentEnemy = C.ControllerEnemy; if( CurrentEnemy != None ) { EnemyDist = int(VSize( CurrentEnemy.Location - P.Location)); EnemyCCDist = int(class'Util'.static.GetDistanceBetweenActors( CurrentEnemy, P )); } CurrentTarget = C.ControllerTarget; if( CurrentTarget != None && CurrentTarget != CurrentEnemy ) { TargetDist = int(VSize( CurrentTarget.Location - P.Location)); TargetCCDist = int(class'Util'.static.GetDistanceBetweenActors( CurrentTarget, P )); } if( CurrentTarget == None || CurrentTarget == CurrentEnemy ) InfoStrings[InfoStrings.Length]= " Enemy " $ CurrentEnemy $ " Dist=" $ class'Util'.static.GetFloatString(EnemyDist) $ " CCDist=" $ class'Util'.static.GetFloatString(EnemyCCDist) $ " Target:" $ C.GetTarget(); else InfoStrings[InfoStrings.Length]= " Enemy " $ CurrentEnemy $ " Dist=" $ class'Util'.static.GetFloatString(EnemyDist) $ " CCDist=" $ class'Util'.static.GetFloatString(EnemyCCDist) $ " (Target " $ CurrentTarget $ " Dist=" $ class'Util'.static.GetFloatString(TargetDist) $ " CCDist=" $ class'Util'.static.GetFloatString(TargetCCDist) $ ") Target:" $ C.GetTarget(); } if( U2NPC != None ) { InfoStrings[InfoStrings.Length] = " Events " $ U2NPC.GetAIEventInfo(); InfoStrings[InfoStrings.Length] = " Destination " $ class'Util'.static.GetVectorString(C.Destination) $ " CoverSpot: " $ U2NPC.CurrentCoverSpot $ " bSmoothTurns: " $ P.bSmoothTurns $ " TacticalMoveType: " $ U2NPC.GetTacticalMoveType() $ " STime: " $ class'Util'.static.GetFloatString(P.SerpentineTime) $ " SDist: " $ class'Util'.static.GetFloatString(P.SerpentineDist) $ " SDir: " $ class'Util'.static.GetVectorString(P.SerpentineDir); InfoStrings[InfoStrings.Length] = " MoveTarget " $ C.MoveTarget $ " Anchor: " $ P.Anchor $ " RouteGoal: " $ U2NPC.RouteGoal $ " MoveTimer: " $ class'Util'.static.GetFloatString(U2NPC.MoveTimer) $ " ReadyForAction: " $ U2NPC.ReadyForAction() $ " ReadyForOrders: " $ U2NPC.ReadyForOrders(); InfoStrings[InfoStrings.Length] = " Orders " $ U2NPC.GetOrders() $ " (Object=" $ class'Util'.static.GetNameSafe( U2NPC.GetOrdersObject() ) $ " Threshold=" $ class'Util'.static.GetFloatString( U2NPC.GetOrdersThreshold() ) $ " Giver=" $ class'Util'.static.GetNameSafe( U2NPC.GetOrderGiver() ) $ " SpecialGoal=" $ class'Util'.static.GetNameSafe( U2NPC.GetSpecialGoal() ) $ ")"; ExtendedInformationStrings.Length = 0; U2NPC.GetExtendedInformation( ExtendedInformationStrings ); if( ExtendedInformationStrings.Length > 0 ) { InfoStrings[InfoStrings.Length] = ""; for( ii=0; ii<ExtendedInformationStrings.Length; ii++ ) InfoStrings[InfoStrings.Length] = " " $ ExtendedInformationStrings[ ii ]; } } ShowWeaponInfo( P ); ShowInventoryInfo( P ); } //----------------------------------------------------------------------------- function DoSetInfoStrings( Actor A ) { local int NumFrames; local int CurFrame; local float Distance, CCDistance; local string TexStr; local Material.CheckResult CR; local Material Tex; // if A is a Controller, show info for its Pawn if( Controller(A) != None && Controller(A).Pawn != None ) A = Controller(A).Pawn; if( PCOwner.Pawn != None ) { Distance = VSize( A.Location - PCOwner.Pawn.Location); CCDistance = class'Util'.static.GetDistanceBetweenActors( A, PCOwner.Pawn ); } else { Distance = VSize( A.Location - PCOwner.Location); CCDistance = class'Util'.static.GetDistanceBetweenActors( A, PCOwner ); } InfoStrings[InfoStrings.Length] = GetBaseInfo() $ A.Name $ " RxH=" $ int(A.CollisionRadius) $ "x" $ int(A.CollisionHeight) $ " Dist=" $ class'Util'.static.GetFloatString(Distance) $ " CCDist=" $ class'Util'.static.GetFloatString(CCDistance) $ " Accel=" $ class'Util'.static.GetFloatString(VSize(A.Acceleration)) $ " (" $ class'Util'.static.GetVectorString(A.Acceleration) $ ") Yaw: " $ class'Util'.static.GetFloatString( (A.Rotation.Yaw & 0xFFFF) * RotationUnitsToDegrees ); if( A.Mesh != None ) { NumFrames = A.GetAnimFrames(A.AnimSequence); } else { NumFrames = -1; } if( A.AnimFrame < 0.0 ) { CurFrame = int( A.AnimFrame*NumFrames - 0.5 ); // tweening? } else { CurFrame = int( A.AnimFrame*NumFrames + 1.5 ); // map 0..N-1 to 1..N } CR.Actor = A; CR.Location = A.Location; Tex = class'Material'.static.GetHitTexture( CR ); if( Tex != None ) TexStr = Tex $ "(" $ EnumStr( enum'ETextureType', Tex.TextureType ) $ ")" ; else TexStr = "NA"; InfoStrings[InfoStrings.Length] = " Location " $ class'Util'.static.PadString(class'Util'.static.GetVectorString(A.Location),40) $ " (MinZ: " $ class'Util'.static.GetFloatString(A.Region.Zone.MinZ) $ ") Velocity=" $ class'Util'.static.GetFloatString(VSize(A.Velocity)) $ " (" $ class'Util'.static.GetVectorString(A.Velocity) $ ")"; InfoStrings[InfoStrings.Length] = " State " $ A.GetStateName() $ " (" $ class'Util'.static.GetPhysicsString(A) $ ")" ; InfoStrings[InfoStrings.Length] = " Event/Tag " $ A.Event $ "/" $ A.Tag $ " Base: " $ A.Base $ " Base.bBlockNavigation: " $ (A.Base != None && A.Base.bBlockNavigation) $ " bBlockNavigation: " $ A.bBlockNavigation; InfoStrings[InfoStrings.Length] = " Mesh " $ A.Mesh $ " StaticMesh: " $ A.StaticMesh $ " Texture: " $ TexStr $ " (DS=" $ class'Util'.static.GetFloatString(A.DrawScale) $ " DT=" $ EnumStr( enum'EDrawType', A.DrawType) $ ")" $ " Rotation: " $ A.Rotation; InfoStrings[InfoStrings.Length] = " Anim " $ A.AnimSequence $ " (IsAnimating=" $ byte(A.IsAnimating()) $ " loop=" $ byte(A.SimAnim.bAnimLoop) $ " frame=" $ class'Util'.static.GetFloatString(A.AnimFrame) $ " " $ CurFrame $ "/" $ NumFrames $ "/" $ class'Util'.static.GetFloatString(A.AnimRate) $ ")"; ShowPawnInfo( Pawn(A) ); if( bShowAgentInfo ) { InfoStrings[InfoStrings.Length] = ""; A.GetAgentAnimInfo( InfoStrings ); A.GetAgentInputInfo( InfoStrings ); } } //----------------------------------------------------------------------------- function SetInfoStrings() { local vector HitLocation, HitNormal; local Actor HitActor; ClearInfoStrings(); if( GetActorToShow() == None ) { HitActor = class'Util'.static.GetHitActor( PCOwner, true ); if( HitActor != None ) { if( LevelInfo(HitActor) == None && TerrainInfo(HitActor) == None ) { DoSetInfoStrings( HitActor ); } else if( bShowLevel ) { if( SetLevelHit() ) { DoSetInfoStringsLevel(); } else { InfoStrings[0] = " Error (level)"; } } } } else { if( LevelInfo(GetActorToShow()) == None ) { DoSetInfoStrings( GetActorToShow() ); } else { DoSetInfoStringsLevel(); } } } //----------------------------------------------------------------------------- function SetActorToShow( Actor A ) { ActorToShow = A; if( LevelInfo(A) != None ) { if( !SetLevelHit() ) { log( "Error tracing to level!" ); ActorToShow = None; } } else if( Pawn(A) != None && Pawn(A).Controller != None ) { // lock controller instead so trace follows Controller to new Pawn if old Pawn dies ActorToShow = Pawn(A).Controller; } } //----------------------------------------------------------------------------- function Actor GetActorToShow() { if( ActorToShow != None && ActorToShow.bDeleteMe ) SetActorToShow( None ); return ActorToShow; } //----------------------------------------------------------------------------- function SetShowLevel( bool bVal ) { bShowLevel = bVal; } //----------------------------------------------------------------------------- function bool GetShowLevel() { return bShowLevel; } //----------------------------------------------------------------------------- function bool GetShowAgentInfo() { return bShowAgentInfo; } //----------------------------------------------------------------------------- function SetShowAgentInfo( bool bVal ) { bShowAgentInfo = bVal; } //----------------------------------------------------------------------------- defaultproperties { YOffset=256 } |
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