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Engine.SequenceEvent


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/**
 * class SequenceEvent
 *
 * Sequence event is a representation of any event that
 * is used to instigate a sequence.
 *
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class SequenceEvent extends SequenceOp
	native(Sequence)
	abstract;

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//==========================
// Base variables

/** Originator of this event, set at editor time.  Usually the actor that this event is attached to. */
var Actor				Originator;

/**
 * Instigator of the event activation, or the actor that caused the event to be activated.  Can vary depending
 * on the type of event.
 */
var transient Actor		Instigator;

/** Last time this event was activated at */
var transient float		ActivationTime;

/** Number of times this event has been activated */
var transient int		TriggerCount;

/** How many times can this event be activated, 0 for infinite */
var() int				MaxTriggerCount;

/** Delay between allowed activations */
var() float				ReTriggerDelay;

/** Is this event currently enabled? */
var() bool				bEnabled;

/** Used by event managers (such as DialogueManager) to help filter out events that occur at same time */
var() Byte				Priority;

/** Require this event to be activated by a player? */
var() bool 				bPlayerOnly;

/** Editor only, max width of the title bar? */
var	  int				MaxWidth;

/** Has this event been successfully register? */
var transient bool 		bRegistered;

/** if true, this event (and therefore all linked actions) is triggered on the client instead of the server
 * use for events that don't affect gameplay
 * @note: direct references to level placed actors used by client side events/actions require that the actors have
 * bStatic or bNoDelete set; otherwise the reference will be NULL on the client
 */
var() const bool bClientSideOnly;

/** Matches the ::ActivateEvent parms, for storing multiple activations per frame */
struct native QueuedActivationInfo
{
	var Actor InOriginator;
	var Actor InInstigator;
	var array<int> ActivateIndices;
	var bool bPushTop;
};
var array<QueuedActivationInfo> QueuedActivations;

/**
 * Called when the sequence that contains this event is initialized (@see USequence::InitializeSequence).  For events
 * attached to actors, this will occur at level startup (@see USequence::BeginPlay())
 */
event RegisterEvent();

/**
 * Checks if this event could be activated, and if bTest == false
 * then the event will be activated with the specified actor as the
 * instigator.
 *
 * @param	inOriginator - actor to use as the originator
 *
 * @param	inInstigator - actor to use as the instigator
 *
 * @param	bTest - if true, then the event will not actually be
 * 			activated, only tested for success
 *
 * @param	ActivateIndices - array of indices of output links to activate
 *				if the event is activated. If unspecified, the default
 *				is to activate all of them.
 * @param	bPushTop - if true and the event is activated,
 * 			adds it to the top of the stack (meaning it will be executed first), rather than the bottom
 *
 * @return	true if this event can be activated, or was activate if !bTest
 */
native noexport final function bool CheckActivate(Actor inOriginator, Actor inInstigator, optional bool bTest, optional const out array<int> ActivateIndices, optional bool bPushTop);

/* Reset() - reset to initial state - used when restarting level without reloading */
function Reset()
{
	// reset triggering related properties so that we may be triggered the maximum number of times again
	ActivationTime = 0.f;
	TriggerCount = 0;
	Instigator = None;
}

/**
 * Called once this event is toggled via SeqAct_Toggle.
 */
event Toggled()
{
}

defaultproperties
{
   MaxTriggerCount=1
   bEnabled=True
   bPlayerOnly=True
   VariableLinks(0)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Instigator",bWriteable=True,MinVars=1,MaxVars=255)
   ObjColor=(B=0,G=0,R=255,A=255)
   Name="Default__SequenceEvent"
   ObjectArchetype=SequenceOp'Engine.Default__SequenceOp'
}

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Class file time: tr 31-1-2018 17:18:08.000 - Creation time: sk 18-3-2018 10:01:13.956 - Created with UnCodeX