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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * A custom action to demonstrate condensing a complex Kismet script into a single action. */ class SeqAct_DrumHit extends SeqAct_Latent native(Sequence); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Sound to play on activation */ var() SoundCue HitSound; /** Light brightness range */ var() editinline DistributionFloatUniform BrightnessRange; /** Light brightness interpolation rates */ var() float BrightnessRampUpRate; var() float BrightnessRampDownRate; /** Which direction are we currently interpolating brightness? */ var transient float PulseDirection; /** Current interpolation value */ var transient float LightBrightness; /** Cached list of lights to interpolate */ var transient array<Light> CachedLights; defaultproperties { Begin Object Class=DistributionFloatUniform Name=LightBrightnessDistribution ObjName=LightBrightnessDistribution Archetype=DistributionFloatUniform'Engine.Default__DistributionFloatUniform' Max=1.000000 Name="LightBrightnessDistribution" ObjectArchetype=DistributionFloatUniform'Engine.Default__DistributionFloatUniform' End Object BrightnessRange=LightBrightnessDistribution BrightnessRampUpRate=0.100000 BrightnessRampDownRate=0.500000 InputLinks(0)=(LinkDesc="Sound Only") InputLinks(1)=(LinkDesc="All") VariableLinks(0)=(LinkDesc="Sound Source") VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Light",MinVars=1,MaxVars=255) VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Emitter",MinVars=1,MaxVars=255) ObjName="Drum Hit" ObjCategory="DemoGame" Name="Default__SeqAct_DrumHit" ObjectArchetype=SeqAct_Latent'Engine.Default__SeqAct_Latent' } |
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