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/** * This will hold all of our enums and types and such that we need to * use in multiple files where the enum can't be mapped to a specific file. * Also to make these type available to the native land without forcing objects to be native. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTTypes extends Object native; enum ECrossfadeType { CFT_BeginningOfMeasure, CFT_EndOfMeasure }; struct native MusicSegment { /** Tempo in Beats per Minute. This allows for the specific segement to have a different BPM **/ var() float TempoOverride; /** crossfading always begins at the beginning of the measure **/ var ECrossfadeType CrossfadeRule; /** * How many measures it takes to crossfade to this MusicSegment * (e.g. No matter which MusicSegement we are currently in when we crossfade to this one we will * fade over this many measures. **/ var() int CrossfadeToMeNumMeasuresDuration; var() SoundCue TheCue; structdefaultproperties { CrossfadeRule=CFT_BeginningOfMeasure; CrossfadeToMeNumMeasuresDuration=1 } }; struct native StingersForAMap { var() SoundCue Died; var() SoundCue DoubleKill; var() SoundCue EnemyGrabFlag; var() SoundCue FirstKillingSpree; var() SoundCue FlagReturned; var() SoundCue GrabFlag; var() SoundCue Kill; var() SoundCue LongKillingSpree; var() SoundCue MajorKill; var() SoundCue MonsterKill; var() SoundCue MultiKill; var() SoundCue ReturnFlag; var() SoundCue ScoreLosing; var() SoundCue ScoreTie; var() SoundCue ScoreWinning; }; struct native MusicForAMap { /** Default Tempo in Beats per Minute. **/ var() float Tempo; var() MusicSegment Action; var() MusicSegment Ambient; var() MusicSegment Intro; var() MusicSegment Suspense; var() MusicSegment Tension; var() MusicSegment Victory; }; /** Live achievement defines (check UT3.spa.h for order)*/ enum EUTGameAchievements { // Achievement IDs start from 1 so skip Zero EUTA_InvalidAchievement, EUTA_CAMPAIGN_Chapter1, EUTA_CAMPAIGN_SignTreaty, EUTA_CAMPAIGN_LiandriMainframe, EUTA_CAMPAIGN_ReachOmicron, EUTA_CAMPAIGN_DefeatAkasha, EUTA_CAMPAIGN_SignTreatyExpert, EUTA_CAMPAIGN_LiandriMainframeExpert, EUTA_CAMPAIGN_ReachOmicronExpert, EUTA_CAMPAIGN_DefeatAkashaExpert, EUTA_COOP_Complete1, EUTA_COOP_Complete10, EUTA_COOP_CompleteCampaign, EUTA_IA_EveryGameMode, EUTA_IA_Untouchable, EUTA_EXPLORE_AllPowerups, EUTA_EXPLORE_EveryMutator, EUTA_WEAPON_BrainSurgeon, EUTA_WEAPON_DontTaseMeBro, EUTA_WEAPON_GooGod, EUTA_WEAPON_Pistolero, EUTA_WEAPON_ShardOMatic, EUTA_WEAPON_Hammerhead, EUTA_WEAPON_StrongestLink, EUTA_WEAPON_HaveANiceDay, EUTA_WEAPON_BigGameHunter, EUTA_VEHICLE_Armadillo, EUTA_VEHICLE_JackOfAllTrades, EUTA_VEHICLE_Ace, EUTA_VEHICLE_Deathwish, EUTA_POWERUP_SeeingRed, EUTA_POWERUP_NeverSawItComing, EUTA_POWERUP_SurvivalFittest, EUTA_POWERUP_DeliveringTheHurt, EUTA_GAME_HatTrick, EUTA_GAME_BeingAHero, EUTA_GAME_FlagWaver, EUTA_GAME_30MinOrLess, EUTA_GAME_PaintTownRed, EUTA_GAME_ConnectTheDots, EUTA_HUMILIATION_SerialKiller, EUTA_HUMILIATION_SirSlaysALot, EUTA_HUMILIATION_KillJoy, EUTA_HUMILIATION_OffToAGoodStart, EUTA_VERSUS_GetItOn, EUTA_VERSUS_AroundTheWorld, EUTA_VERSUS_GetALife, EUTA_RANKED_BloodSweatTears, EUTA_UT3GOLD_CantBeTrusted, EUTA_UT3GOLD_Avenger, EUTA_UT3GOLD_BagOfBones, EUTA_UT3GOLD_SkullCollector, EUTA_UT3GOLD_Titanic, EUTA_UT3GOLD_Behemoth, EUTA_UT3GOLD_Unholy, EUTA_UT3GOLD_TheSlowLane, EUTA_UT3GOLD_Eradication, EUTA_UT3GOLD_Arachnophobia, }; enum EUTChapterType { UTCT_JimBrownNeedsToSendMartinEmailWithTheChapterNames, UTCT_SoWeCanRockThisUpYo, }; defaultproperties { Name="Default__UTTypes" ObjectArchetype=Object'Core.Default__Object' } |
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