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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SeqAct_PlayCameraAnim extends SeqAct_Latent native(Sequence); /** Reference to CameraAnim to play. Note that specified Pawn/Controller must be using an AnimatedCamera. */ var() CameraAnim CameraAnim; /** True to loop the animation, false otherwise. */ var() bool bLoop; /** Time to interpolate in from zero, for smooth starts. */ var() float BlendInTime; /** Time to interpolate out to zero, for smooth finishes. */ var() float BlendOutTime; /** Rate to play. 1.0 is normal. */ var() float Rate; /** Scalar for intensity. 1.0 is normal. */ var() float IntensityScale; /** True to start the animation at a random time (good for things like looping shakes) */ var() bool bRandomStartTime; /** Internal. True if this action was stopped via the stop input, false if still playing or it stopped naturally. */ var protected transient bool bStopped; /** Internal. Time remaining in the animation, in seconds. Used to fire the Finished output at the appropriate time. */ var protected transient float AnimTimeRemaining; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { BlendInTime=0.200000 BlendOutTime=0.200000 Rate=1.000000 IntensityScale=1.000000 InputLinks(0)=(LinkDesc="Play") InputLinks(1)=(LinkDesc="Stop") OutputLinks(0)=(LinkDesc="Out") OutputLinks(1)=(LinkDesc="Finished") OutputLinks(2)=(LinkDesc="Stopped") ObjName="Play CameraAnim" ObjCategory="Camera" Name="Default__SeqAct_PlayCameraAnim" ObjectArchetype=SeqAct_Latent'Engine.Default__SeqAct_Latent' } |
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