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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SeqAct_CauseDamage extends SequenceAction native(Sequence); /** Type of damage to apply */ var() class<DamageType> DamageType; /** Amount of momentum to apply */ var() float Momentum; /** Amount of damage to apply */ var() float DamageAmount; /** player that should take credit for the damage (Controller or Pawn) */ var Actor Instigator; defaultproperties { Momentum=500.000000 VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Float',LinkDesc="Amount",PropertyName="DamageAmount",MinVars=1,MaxVars=255) VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Instigator",PropertyName="Instigator",MinVars=1,MaxVars=255) ObjClassVersion=2 ObjName="Cause Damage" ObjCategory="Actor" Name="Default__SeqAct_CauseDamage" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
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