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/** * A IsInObjectList Action is used to test whether an object is in the referenced * object list or not. * * The default is to check for all objects in the list. If the CheckForAllObjects is * unchecked then if ANY of the objects attached to Object(s)ToTest are found, then we will * set "In List" to hot * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SeqAct_IsInObjectList extends SequenceAction native(Sequence); /** Determines whether or not we check for ALL or ANY objects referenced via Object(s)ToTest **/ var() bool bCheckForAllObjects; var private transient bool bObjectFound; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * Determines whether this class should be displayed in the list of available ops in the UI's kismet editor. * * @param TargetObject the widget that this SequenceObject would be attached to. * * @return TRUE if this sequence object should be available for use in the UI kismet editor */ event bool IsValidUISequenceObject( optional UIScreenObject TargetObject ) { return true; } defaultproperties { bCheckForAllObjects=True InputLinks(0)=(LinkDesc="Test if in List") OutputLinks(0)=(LinkDesc="In List") OutputLinks(1)=(LinkDesc="Not in List") VariableLinks(0)=(LinkDesc="Object(s)ToTest",PropertyName=) VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_ObjectList',LinkDesc="ObjectListVar",bWriteable=True,MinVars=1,MaxVars=255) ObjName="IsIn ObjectList" ObjCategory="Object List" Name="Default__SeqAct_IsInObjectList" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
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