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//============================================================================= // $Author: Mfox $ // $Date: 1/29/03 4:25p $ // $Revision: 46 $ // Description: This is the barrier summoned between FieldGenerators to create // the wall effect. //============================================================================= class ForceWall extends StationaryPawn; #exec OBJ LOAD File=..\Sounds\U2XMPA.uax struct WallState { var() color Color; }; struct WallTransition { var() WallState Start; var() WallState End; var() Name EndFunction; var() float Time; }; var WallState CurrentState; var() WallState DefaultState; var WallTransition CurrentTransition; var() WallTransition BeamHitTransition; var() WallTransition BeamKillTransition; var() WallState DisabledState; var() sound HitSound; var() sound ForceWallAmbientSound; var() int ColliderAmbientSoundOffset; // Every X colliders will have an ambient sound. var() float DamageTransferPct; var bool bEnabled; var class<PulseLineGenerator> BeamClass; // The class of the beams used to create the wall's visual effect var int BeamCount; var float ForceWallWidth; var Actor StartActor; var Actor EndActor; var PulseLineGenerator Beams; var float ElapsedTime; var int DamageAccumulator; var int HitCount; var ForceWallCollider FWCStart; //----------------------------------------------------------------------------- // AI //----------------------------------------------------------------------------- const FUDGEVERT = 50.0; const FUDGEHORZ = 50.0; //----------------------------------------------------------------------------- simulated event PostBeginPlay() { Super.PostBeginPlay(); BeamHitTransition.End = DefaultState; CurrentTransition = BeamHitTransition; } //----------------------------------------------------------------------------- function bool IsEnabled() { return bEnabled; } //----------------------------------------------------------------------------- function SetEnabled( bool bVal ) { bEnabled = bVal; } //----------------------------------------------------------------------------- event Destroyed() { RemoveAllTimers(); // in case timer(s) somehow still active Super.Destroyed(); } //----------------------------------------------------------------------------- // Iterate through and Destroy all Beams simulated function ShutDownForceWall() { local int i; local ForceWallCollider Walker; local ForceWallCollider WalkerNext; Beams.Destroy(); if( FWCStart != None ) { ModifyPaths( false ); Walker = FWCStart; while( Walker.Next != None ) { WalkerNext = Walker.Next; Walker.Destroy(); Walker = WalkerNext; } Walker.Destroy(); FWCStart = None; } Destroy(); } //----------------------------------------------------------------------------- simulated function CreateVisualEffect( float FieldHeight, float BottomOffset ) { local float BeamSpacing; local float BeamVertIncrement; local int i; BeamSpacing = (FieldHeight*2)/(BeamCount-1); Beams = Spawn( BeamClass ); for( i=0; i<BeamCount; i++ ) { BeamVertIncrement = ((-1*(FieldHeight))+BottomOffset)+(BeamSpacing*i); Beams.AddConnection( StartActor.Location + vect(0,0,1)*BeamVertIncrement, EndActor.Location + vect(0,0,1)*BeamVertIncrement ); } SetState( DefaultState ); } //----------------------------------------------------------------------------- simulated function CreateColliders( float FieldHeight, float BottomOffset, float CollisionOffset ) { local ForceWallCollider CurrentFWC; local ForceWallCollider NextFWC; local float WallLength; local int ColliderAmbientCount; local float ColliderIncrementRadius; local vector StartLocation, EndLocation, WallVector; local vector CurrentLocation; local int i, NumColliders; ColliderAmbientCount = 1; WallVector = Normal( EndActor.Location - StartActor.Location ); // build wall partially overlapping with endpoints StartLocation = StartActor.Location + vect(0,0,1)*BottomOffset; EndLocation = EndActor.Location + vect(0,0,1)*BottomOffset; WallLength = VSize( StartLocation - EndLocation ); // allow for some overlap (or traces go through the "cracks") // unfortunately this will mean even more colliders... ColliderIncrementRadius = ForceWallWidth*0.80; // number of colliders in wall NumColliders = int(WallLength / ColliderIncrementRadius) + 1; // recompute collision radius based on actual number of colliders ColliderIncrementRadius = WallLength / NumColliders; CurrentLocation = StartLocation + (StartActor.CollisionRadius - (ForceWallWidth - ColliderIncrementRadius) / 2)*WallVector; for( i=0; i<NumColliders; i++ ) { NextFWC = Spawn( class'ForceWallCollider',,, CurrentLocation ); if( NextFWC != None ) { // Depending upon whether we've already created a FWC or not, set up the appropriate pointer if( CurrentFWC == None ) FWCStart = NextFWC; else CurrentFWC.Next = NextFWC; // Move this new FWC to the Current slot CurrentFWC = NextFWC; CurrentFWC.SetCollisionSize( ForceWallWidth/2, FieldHeight ); CurrentFWC.FW = Self; CurrentFWC.CheckEncroachers(); } // Handle ambient sounds if( (++ColliderAmbientCount) % ColliderAmbientSoundOffset == 0 ) CurrentFWC.AmbientSound = ForceWallAmbientSound; // Increment CurrentLocation += ColliderIncrementRadius*WallVector; if( i==0 || i==(NumColliders-1) ) { // disable use traces hitting first and last so field generator hit instead NextFWC.bHiddenUsable = false; } } // The last FWC's Next should be None by default } //----------------------------------------------------------------------------- simulated function InitiateWall( float FieldHeight, float BottomOffset, float CollisionOffset, int inBeamCount, float inForceWallWidth, class<PulseLineGenerator> inBeamClass ) { BeamCount = inBeamCount; ForceWallWidth = inForceWallWidth; BeamClass = inBeamClass; SetCollisionSize( ForceWallWidth/2, FieldHeight ); CreateVisualEffect( FieldHeight, BottomOffset ); CreateColliders( FieldHeight, BottomOffset, CollisionOffset ); default.Health = ((FieldGenerator(StartActor).default.Health+FieldGenerator(EndActor).default.Health)/2) * 3; Health = ((FieldGenerator(StartActor).Health+FieldGenerator(EndActor).Health)/2) * 3; //DM( "*** " $ Self $ " ((" $ FieldGenerator(StartActor).Health $ "+" $ FieldGenerator(EndActor).Health $ ")/2) * 3 = " $ Health ); ModifyPaths( true ); SetEnabled( true ); } //----------------------------------------------------------------------------- simulated function ForceWallKilled() { //DM( "*** ForceWallKilled - StartActor = " $ StartActor $ " EndActor = " $ EndActor ); // Destroy the FieldGenerators that own this ForceWall FieldGenerator(StartActor).ShutdownDeployedUnit( true ); FieldGenerator(EndActor).ShutdownDeployedUnit( true ); FieldGenerator(StartActor).Explode(); FieldGenerator(EndActor).Explode(); FieldGenerator(StartActor).Destroy(); FieldGenerator(EndActor).Destroy(); } //----------------------------------------------------------------------------- simulated function TakeDamage( int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> damageType) { DamageAccumulator += Damage; HitCount++; Enable( 'Tick' ); //DM( "*** TakeDamage - " $ Self $ " Health = " $ Health ); // if( Health <= 0 ) // StartTransition( BeamKillTransition ); // else // StartTransition( BeamHitTransition ); } //------------------------------------------------------------------------- simulated function EnableCollision() { local ForceWallCollider CurrentFWC; for( CurrentFWC = FWCStart; CurrentFWC != None; CurrentFWC = CurrentFWC.Next ) { CurrentFWC.SetCollision( true, true, true ); CurrentFWC.CheckForEncroachingPawns(); } // now handled when FG itself gets bumped? //FieldGenerator(StartActor).SetCollision( true, true, true ); //FieldGenerator(StartActor).CheckForEncroachingPawns(); //FieldGenerator(EndActor).SetCollision( true, true, true ); //FieldGenerator(EndActor).CheckForEncroachingPawns(); } //------------------------------------------------------------------------- simulated function DisableCollision() { local ForceWallCollider CurrentFWC; for( CurrentFWC = FWCStart; CurrentFWC != None; CurrentFWC = CurrentFWC.Next ) CurrentFWC.SetCollision( false, false, false ); // now handled when FG itself gets bumped? //FieldGenerator(StartActor).SetCollision( false, false, false ); //FieldGenerator(EndActor).SetCollision( false, false, false ); } //------------------------------------------------------------------------- simulated function ReEnableUnit() { // ReEnable collision on FWCs EnableCollision(); // ReEnable SetEnabled( true ); // Set visual change BeamHitTransition.End = DefaultState; Enable( 'Tick' ); StartTransition( BeamHitTransition ); // Play ReEnabled sound if( DeployedUnit(StartActor).ReEnabledSound != None ) PlaySound( DeployedUnit(StartActor).ReEnabledSound, SLOT_None ); } //------------------------------------------------------------------------- simulated function DisableUnit() { // 2003.01.29 (mdf) fix for adding timers (etc.) to invalid (e.g. deleted) actors if( bDeleteMe ) return; //DM( "@@@ DisableUnit " $ Self ); // Disable collision on FWCs DisableCollision(); // Disable SetEnabled( false ); // Set visual change BeamHitTransition.End = DisabledState; Enable( 'Tick' ); StartTransition( BeamHitTransition ); // Play Disabled sound if( DeployedUnit(StartActor).DisabledSound != None ) PlaySound( DeployedUnit(StartActor).DisabledSound, SLOT_None ); // Run timer AddTimer( 'ReEnableUnit', DeployedUnit(StartActor).DisableTime, false ); } //------------------------------------------------------------------------- simulated function SetState( WallState State ) { CurrentState = State; Beams.BeamColor = State.Color; Beams.SpriteJointColor = State.Color; } //------------------------------------------------------------------------- simulated function StartTransition( WallTransition Transition ) { CurrentTransition = Transition; ElapsedTime = 0; SetState( CurrentTransition.Start ); //Enable('Tick'); } //------------------------------------------------------------------------- simulated function EndTransition() { //DM( "*** EndTransition - " $ Self $ " EndFunction = " $ CurrentTransition.EndFunction ); if( CurrentTransition.EndFunction != '' ) { //DM( "*** EndTransition - " $ Self ); CallFunction( CurrentTransition.EndFunction ); } SetState( CurrentTransition.End ); Disable('Tick'); } //------------------------------------------------------------------------- simulated function WallState BlendStates( WallState A, WallState B, float Percentage ) { local WallState NewState; NewState.Color.R = Blend( A.Color.R, B.Color.R, Percentage ); NewState.Color.G = Blend( A.Color.G, B.Color.G, Percentage ); NewState.Color.B = Blend( A.Color.B, B.Color.B, Percentage ); NewState.Color.A = Blend( A.Color.A, B.Color.A, Percentage ); return NewState; } //------------------------------------------------------------------------- simulated function ProgressTransition( float DeltaTime ) { local float Percentage; ElapsedTime += DeltaTime; Percentage = ElapsedTime / CurrentTransition.Time; if( Percentage >= 1.0 ) { EndTransition(); return; } SetState( BlendStates( CurrentTransition.Start, CurrentTransition.End, Percentage ) ); } //------------------------------------------------------------------------- simulated event Tick( float DeltaTime ) { local int Damage; local float FGDamage; Super.Tick( DeltaTime ); if( HitCount > 0 ) { //DM( "$$$ Health before = " $ Health $ ", Then subtract " $ DamageAccumulator $ "/" $ Min(20, HitCount) ); Damage = DamageAccumulator/Min(20, HitCount); //DM( "*** Tick - " $ Self $ " Damage = " $ Damage ); Health -= Damage; //DM( "*** Tick - " $ Self $ " Health after = " $ Health ); if( Health > 0 ) { FGDamage = Damage*DamageTransferPct; if( FGDamage > 0 && FGDamage < 1 ) FGDamage = 1; // Deal a fraction of the damage to the connecting FieldGenerators //DM( " $$$ Dealing " $ int(FGDamage) $ " Damage to each FieldGenerator" ); StartActor.TakeDamage( FGDamage, self, vect(0,0,0), vect(0,0,0), class'DamageTypePhysical' ); EndActor.TakeDamage( FGDamage, self, vect(0,0,0), vect(0,0,0), class'DamageTypePhysical' ); StartTransition( BeamHitTransition ); } else ForceWallKilled(); //StartTransition( BeamKillTransition ); //DM( "$$$ After " $ DamageAccumulator/Min(20, HitCount) $ " damage, Health = " $ Health ); DamageAccumulator = 0; HitCount = 0; } //DM( "Tick" ); ProgressTransition( DeltaTime ); } //----------------------------------------------------------------------------- // AI //----------------------------------------------------------------------------- function HandleForceWallBump( Actor Other ) { if( class'DeployedUnit'.static.DisableForBump( Self, Other ) ) DisableUnit(); } //----------------------------------------------------------------------------- event Bump( Actor Other ) { Super.Bump( Other ); HandleForceWallBump( Other ); } //----------------------------------------------------------------------------- //!!mdf-tbd: parameterize as much of this as makes sense and move into util?. // We increment/decrement bEnabled and/or Cost for reachspecs because these // could be affected by multiple walls. function ModifyPaths( bool bEnabled ) { local vector WallVectorHorz1, WallVectorHorz2; local int BlockedExtraCost; local array<vector> EndPoints; local array<vector> ExpandedEndPoints; local array<Face> Faces; local bool bAffectedPaths; // determine the endpoints to use as the blocking poly EndPoints.Length = 4; EndPoints[ 0 ] = StartActor.Location + vect(0,0,1) * StartActor.CollisionHeight; EndPoints[ 1 ] = EndActor.Location + vect(0,0,1) * EndActor.CollisionHeight; EndPoints[ 2 ] = EndActor.Location - vect(0,0,1) * EndActor.CollisionHeight; EndPoints[ 3 ] = StartActor.Location - vect(0,0,1) * StartActor.CollisionHeight; // now increase the size of the blocking poly to allow for collision sizes etc.? WallVectorHorz1 = Normal( EndPoints[ 0 ] - EndPoints[ 1 ] ); ExpandedEndPoints.Length = 4; ExpandedEndPoints[ 0 ] = EndPoints[ 0 ] + WallVectorHorz1 * (StartActor.CollisionRadius + FUDGEHORZ) + vect(0,0,1)*FUDGEVERT; ExpandedEndPoints[ 1 ] = EndPoints[ 1 ] - WallVectorHorz1 * (EndActor.CollisionRadius + FUDGEHORZ) + vect(0,0,1)*FUDGEVERT; ExpandedEndPoints[ 2 ] = EndPoints[ 2 ] - WallVectorHorz1 * (EndActor.CollisionRadius + FUDGEHORZ) - vect(0,0,1)*FUDGEVERT; ExpandedEndPoints[ 3 ] = EndPoints[ 3 ] + WallVectorHorz1 * (StartActor.CollisionRadius + FUDGEHORZ) - vect(0,0,1)*FUDGEVERT; WallVectorHorz2 = Normal( (EndPoints[ 0 ] - EndPoints[ 1 ]) cross (EndPoints[ 0 ] - EndPoints[ 3 ]) ); Faces.Length = 6; Faces[ 0 ].Points.Length = 4; Faces[ 0 ].Points[ 0 ] = ExpandedEndPoints[ 0 ] + WallVectorHorz2 * (StartActor.CollisionRadius + FUDGEHORZ); Faces[ 0 ].Points[ 1 ] = ExpandedEndPoints[ 1 ] + WallVectorHorz2 * (StartActor.CollisionRadius + FUDGEHORZ); Faces[ 0 ].Points[ 2 ] = ExpandedEndPoints[ 2 ] + WallVectorHorz2 * (StartActor.CollisionRadius + FUDGEHORZ); Faces[ 0 ].Points[ 3 ] = ExpandedEndPoints[ 3 ] + WallVectorHorz2 * (StartActor.CollisionRadius + FUDGEHORZ); Faces[ 1 ].Points.Length = 4; Faces[ 1 ].Points[ 0 ] = ExpandedEndPoints[ 0 ] - WallVectorHorz2 * (StartActor.CollisionRadius + FUDGEHORZ); Faces[ 1 ].Points[ 1 ] = ExpandedEndPoints[ 1 ] - WallVectorHorz2 * (StartActor.CollisionRadius + FUDGEHORZ); Faces[ 1 ].Points[ 2 ] = ExpandedEndPoints[ 2 ] - WallVectorHorz2 * (StartActor.CollisionRadius + FUDGEHORZ); Faces[ 1 ].Points[ 3 ] = ExpandedEndPoints[ 3 ] - WallVectorHorz2 * (StartActor.CollisionRadius + FUDGEHORZ); Faces[ 2 ].Points.Length = 4; Faces[ 2 ].Points[ 0 ] = Faces[0].Points[ 0 ]; Faces[ 2 ].Points[ 1 ] = Faces[1].Points[ 0 ]; Faces[ 2 ].Points[ 2 ] = Faces[1].Points[ 1 ]; Faces[ 2 ].Points[ 3 ] = Faces[0].Points[ 1 ]; Faces[ 3 ].Points.Length = 4; Faces[ 3 ].Points[ 0 ] = Faces[0].Points[ 3 ]; Faces[ 3 ].Points[ 1 ] = Faces[1].Points[ 3 ]; Faces[ 3 ].Points[ 2 ] = Faces[1].Points[ 2 ]; Faces[ 3 ].Points[ 3 ] = Faces[0].Points[ 2 ]; Faces[ 4 ].Points.Length = 4; Faces[ 4 ].Points[ 0 ] = Faces[0].Points[ 1 ]; Faces[ 4 ].Points[ 1 ] = Faces[1].Points[ 1 ]; Faces[ 4 ].Points[ 2 ] = Faces[1].Points[ 2 ]; Faces[ 4 ].Points[ 3 ] = Faces[0].Points[ 2 ]; Faces[ 5 ].Points.Length = 4; Faces[ 5 ].Points[ 0 ] = Faces[0].Points[ 0 ]; Faces[ 5 ].Points[ 1 ] = Faces[1].Points[ 0 ]; Faces[ 5 ].Points[ 2 ] = Faces[1].Points[ 3 ]; Faces[ 5 ].Points[ 3 ] = Faces[0].Points[ 3 ]; if( bEnabled ) BlockedExtraCost = 3*LevelInfo.PathsMaxDist; else BlockedExtraCost = -3*LevelInfo.PathsMaxDist; bAffectedPaths = class'UtilGame'.static.UpdatePathsForBlockingFaces( Self, Faces, BlockedExtraCost, GetTeam(), ModifiedReachSpecs ); /* mdf-tbd: insert paths around wall? if( bAffecteedPaths ) { if( bEnabled ) { WallVectorHorz1 = Normal( EndActor.Location - StartActor.Location ); AddPathOffset = class'PathNode'.default.CollisionRadius + StartActor.CollisionRadius; class'LevelInfo'.static.AddPathNode( StartActor.Location - WallVectorHorz1*AddPathOffset, false ); class'LevelInfo'.static.AddPathNode( EndActor.Location + WallVectorHorz1*AddPathOffset, false ); AddCylinder( StartActor.Location - WallVectorHorz1*AddPathOffset, 50, 50, ColorCyan() ); AddCylinder( EndActor.Location + WallVectorHorz1*AddPathOffset, 50, 50, ColorCyan() ); } //!!mdf-tbd: remove paths that were added if wall removed? //else //{ //} } */ } //----------------------------------------------------------------------------- // Subclasses can override this if they consist of multiple actors. function bool HitSelf( Actor HitActor ) { local ForceWallCollider Walker; if( HitActor == Self ) return true; for( Walker = FWCStart; Walker != None; Walker = Walker.Next ) if( HitActor == Walker ) return true; return false; } //----------------------------------------------------------------------------- defaultproperties { DefaultState=(Color=(B=100,R=255)) BeamHitTransition=(Start=(Color=(B=255,G=150,R=150)),Time=0.500000) BeamKillTransition=(Start=(Color=(B=255,G=255,R=255)),EndFunction=ForceWallKilled,Time=0.500000) DisabledState=(Color=(B=100,G=255)) ForceWallAmbientSound=Sound'U2XMPA.FieldGenerator.ForceWallAmbient' ColliderAmbientSoundOffset=8 DamageTransferPct=0.100000 bSpecialCollider=true bSpecialEnemy=true AnimationControllerClass=None ControllerClass=Class'U2XMP.StationaryPawnControllerDefensive' Physics=PHYS_None DrawType=DT_None bActorShadows=false bCollideActors=false bCollideWorld=false bBlockActors=false bBlockPlayers=false UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleSideBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleSideBars" } |
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