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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SeqAct_Interp extends SeqAct_Latent native(Sequence); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * Helper type for storing actors' World-space locations/rotations. */ struct native export SavedTransform { var vector Location; var rotator Rotation; }; /** A map from actors to their pre-Matinee world-space positions/orientations. Includes actors attached to Matinee-affected actors. */ var editoronly private const transient noimport native map{AActor*,FSavedTransform} SavedActorTransforms; /** Time multiplier for playback. */ var() float PlayRate; /** Time position in sequence - starts at 0.0 */ var float Position; /** Time position to always start at if bForceStartPos is set to TRUE. */ var() float ForceStartPosition; /** If sequence is currently playing. */ var bool bIsPlaying; /** Sequence is initialised, but ticking will not increment its current position. */ var bool bPaused; /** Indicates whether this SeqAct_Interp is currently open in the Matinee tool. */ var transient bool bIsBeingEdited; /** * If sequence should pop back to beginning when finished. * Note, if true, will never get Complete/Aborted events - sequence must be explicitly Stopped. */ var() bool bLooping; /** If true, sequence will rewind itself back to the start each time the Play input is activated. */ var() bool bRewindOnPlay; /** * If true, when rewinding this interpolation, reset the 'initial positions' of any RelateToInitial movements to the current location. * This allows the next loop of movement to proceed from the current locations. */ var() bool bNoResetOnRewind; /** * Only used if bRewindOnPlay if true. Defines what should happen if the Play input is activated while currently playing. * If true, hitting Play while currently playing will pop the position back to the start and begin playback over again. * If false, hitting Play while currently playing will do nothing. */ var() bool bRewindIfAlreadyPlaying; /** If sequence playback should be reversed. */ var bool bReversePlayback; /** Whether this action should be initialised and moved to the 'path building time' when building paths. */ var() bool bInterpForPathBuilding; /** Lets you force the sequence to always start at ForceStartPosition */ var() bool bForceStartPos; /** Indicates that this interpolation does not affect gameplay. This means that: * -it is not replicated via MatineeActor * -it is not ticked if no affected Actors are visible * -on dedicated servers, it is completely ignored */ var() bool bClientSideOnly; /** if bClientSideOnly is true, whether this matinee should be completely skipped if none of the affected Actors are visible */ var() bool bSkipUpdateIfNotVisible; /** Lets you skip the matinee with the CANCELMATINEE exec command. Triggers all events to the end along the way. */ var() bool bIsSkippable; /** Cover linked to this matinee that should be updated once path building time has been played */ var() array<CoverLink> LinkedCover; /** Actual track data. Can be shared between SeqAct_Interps. */ var export InterpData InterpData; /** Instance data for interp groups. One for each variable/group combination. */ var array<InterpGroupInst> GroupInst; /** on a net server, actor spawned to handle replicating relevant data to the client */ var const class<MatineeActor> ReplicatedActorClass; var const MatineeActor ReplicatedActor; /** sets the position of the interpolation * @note if the interpolation is not currently active, this function doesn't send any Kismet or UnrealScript events * @param NewPosition the new position to set the interpolation to * @param bJump if true, teleport to the new position (don't trigger any events between the old and new positions, etc) */ native final function SetPosition(float NewPosition, optional bool bJump = false); /** stops playback at current position */ native final function Stop(); /** adds the passed in PlayerController to all running Director tracks so that its camera is controlled * all PCs that are available at playback start time are hooked up automatically, but this needs to be called to hook up * any that are created during playback (player joining a network game during a cinematic, for example) * @param PC the PlayerController to add */ native final function AddPlayerToDirectorTracks(PlayerController PC); function Reset() { SetPosition(0.0, false); // stop if currently playing if (bActive) { InputLinks[2].bHasImpulse = true; } } defaultproperties { PlayRate=1.000000 ReplicatedActorClass=Class'Engine.MatineeActor' InputLinks(0)=(LinkDesc="Play") InputLinks(1)=(LinkDesc="Reverse") InputLinks(2)=(LinkDesc="Stop") InputLinks(3)=(LinkDesc="Pause") InputLinks(4)=(LinkDesc="Change Dir") OutputLinks(0)=(LinkDesc="Completed") VariableLinks(0)=(ExpectedType=Class'Engine.InterpData',LinkDesc="Data",PropertyName=,MaxVars=1) ObjName="Matinee" Name="Default__SeqAct_Interp" ObjectArchetype=SeqAct_Latent'Engine.Default__SeqAct_Latent' } |
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