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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SeqAct_CameraLookAt extends SequenceAction native(Sequence); /** Should this affect the camera? */ var() bool bAffectCamera; /** If FALSE, focus only if point roughly in view; if TRUE, focus no matter where player is looking */ var() bool bAlwaysFocus; /** DEPRECATED. Functionally replaced by bTurnInPlace for clarity in version 4. */ var deprecated bool bAdjustCamera; /** If TRUE, camera will rotate in place. If FALSE, camera can move as necessary. */ var() bool bTurnInPlace; /** If TRUE, ignore world trace to find a good spot */ var() bool bIgnoreTrace; /** Speed range of interpolation to focus camera */ var() Vector2d InterpSpeedRange; /** How tight the focus should be */ var() Vector2d InFocusFOV; /** Name of bone to focus on if available */ var() Name FocusBoneName; /** Should this turn the character's head? */ var() bool bAffectHead; /** Set this player in god mode? Only works if bAffectCamera == TRUE */ var() bool bToggleGodMode; /** Leave the camera focused on the actor? */ var() bool bLeaveCameraRotation; /** Text to display while camera is focused */ var() String TextDisplay; /** Don't allow input */ var() bool bDisableInput; /** The total amount of time the camera lookat will happen */ var() float TotalTime; /** Whether this event used a timer or not */ var bool bUsedTimer; /** TRUE to validate visibility of lookat target before doing any camera changes */ var() bool bCheckLineOfSight; /** If >= 0, override camera fov to be this. */ var() float CameraFOV; var transient float RemainingTime; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { bAffectCamera=True bTurnInPlace=True bDisableInput=True InterpSpeedRange=(X=3.000000,Y=3.000000) InFocusFOV=(X=1.000000,Y=1.000000) CameraFOV=-1.000000 bLatentExecution=True OutputLinks(1)=(LinkDesc="Finished") OutputLinks(2)=(LinkDesc="Succeeded") OutputLinks(3)=(LinkDesc="Failed") VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Focus",MinVars=1,MaxVars=255) ObjClassVersion=4 ObjName="Look At" ObjCategory="Camera" Name="Default__SeqAct_CameraLookAt" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
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