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/** * Container object for all sequence objects, also responsible * for execution of objects. Can contain nested Sequence objects * as well. * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class Sequence extends SequenceOp 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) // (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) /** Dedicated file log for tracking all script execution */ var const pointer LogFile; /** List of all scripting objects contained in this sequence */ var const export array<SequenceObject> SequenceObjects; /** List of all currently active sequence objects (events, latent actions, etc) */ var const array<SequenceOp> ActiveSequenceOps; /** * List of any nested sequences, to recursively execute in UpdateOp * Do not rely on this in the editor - it is really built and accuracte only when play begins. */ var transient const array<Sequence> NestedSequences; /** List of events that failed to register on first pass */ var const array<SequenceEvent> UnregisteredEvents; /** * Used to save an op to activate and the impulse index. */ struct native ActivateOp { /** the sequecne op that last activated the sequence op referenced by 'Op' */ var SequenceOp ActivatorOp; /** Op pending activation */ var SequenceOp Op; /** Input link idx to activate on Op */ var int InputIdx; /** Remaining delay (for use with DelayedActivatedOps) */ var float RemainingDelay; }; /** List of impulses that are currently delayed */ var const array<ActivateOp> DelayedActivatedOps; /** Is this sequence currently enabled? */ var() private{private} bool bEnabled; /** Default position of origin when opening this sequence in Kismet. */ var int DefaultViewX; var int DefaultViewY; var float DefaultViewZoom; /** * Fills supplied array with all sequence objects of the specified type. */ native noexport final function FindSeqObjectsByClass( class<SequenceObject> DesiredClass, bool bRecursive, out array<SequenceObject> OutputObjects ) const; /* Reset() - reset to initial state - used when restarting level without reloading */ function Reset() { local int i; local SequenceOp Op; // pass to the SequenceOps we contain for (i = 0; i < SequenceObjects.length; i++) { Op = SequenceOp(SequenceObjects[i]); if (Op != None) { Op.Reset(); } } } native final function SetEnabled(bool bInEnabled); defaultproperties { bEnabled=True DefaultViewZoom=1.000000 ObjName="Sequence" Name="Default__Sequence" ObjectArchetype=SequenceOp'Engine.Default__SequenceOp' } |
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