Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 |
/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTSeqEvent_TouchStatus extends SeqEvent_Touch native(Sequence) hidecategories(SeqEvent_Touch); /** internal - set when checking activation; indicates whether it's a touch check or untouch check */ var const private transient bool bCheckingTouch; /** TRUE if this trigger only works for heroes */ var() bool bIsHeroOnly; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { bForceOverlapping=False MaxTriggerCount=0 ReTriggerDelay=0.000000 OutputLinks(0)=(LinkDesc="First Touch") OutputLinks(1)=(LinkDesc="All UnTouched") ObjName="Touch Status" Name="Default__UTSeqEvent_TouchStatus" ObjectArchetype=SeqEvent_Touch'Engine.Default__SeqEvent_Touch' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |