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/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ /** * Demonstrates how to write a kismet event which should be activated by some input event. */ class SeqEvent_DemoInput extends SequenceEvent; /** the ID of the controller that must press the button, or -1 if anybody can do it */ var() int ControllerID; /** the name of the button that must be pushed */ var() name ButtonName; /** the action the user must perform with that button */ var() EInputEvent InputEvent; /** whether or not we should eat a matching keypress or let it continue on in the input chain */ var() bool bTrapInput; /** checks if the given input matches what we're looking for, and if so activates * @return true if the input should be discarded now or false if it should be allowed to continue through the input chain */ function bool CheckInput(PlayerController Player, int CheckControllerID, name CheckButtonName, EInputEvent CheckInputEvent) { if ( CheckButtonName == ButtonName && CheckInputEvent == InputEvent && (ControllerID == -1 || CheckControllerID == ControllerID) && CheckActivate(Player, Player) ) { return bTrapInput; } else { return false; } } defaultproperties { ControllerId=-1 bTrapInput=True ObjName="Input" ObjCategory="DemoGame" Name="Default__SeqEvent_DemoInput" ObjectArchetype=SequenceEvent'Engine.Default__SequenceEvent' } |
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