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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SeqAct_CauseDamageRadial extends SequenceAction native(Sequence); // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** 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; /** Distance to Instigator within which to damage actors */ var() float DamageRadius; /** Whether damage should decay linearly based on distance from the instigator. */ var() bool bDamageFalloff; /** player that should take credit for the damage (Controller or Pawn) */ var Actor Instigator; defaultproperties { Momentum=500.000000 DamageRadius=200.000000 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 Radial" ObjCategory="Actor" Name="Default__SeqAct_CauseDamageRadial" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
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