59 lines
1.3 KiB
Ucode
59 lines
1.3 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class SeqAct_ToggleCinematicMode extends SequenceAction;
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var() bool bDisableMovement;
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var() bool bDisableTurning;
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var() bool bHidePlayer;
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/** Don't allow input */
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var() bool bDisableInput;
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/** Whether to hide the HUD during cinematics or not */
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var() bool bHideHUD;
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/** Destroy dead GearPawns */
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var() bool bDeadBodies;
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/** Destroy dropped weapons and pickups */
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var() bool bDroppedPickups;
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/** Cinematic mode DoF changes */
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var() bool bAllowDofChanges;
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/** Delete objects we don't want to keep around during cinematics */
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event Activated()
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{
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local Actor A;
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if (!InputLinks[1].bHasImpulse && (bDeadBodies || bDroppedPickups))
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{
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foreach GetWorldInfo().DynamicActors(class'Actor', A)
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{
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if ( (bDeadBodies && A.IsA('GamePawn') && A.bTearOff) ||
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(bDroppedPickups && A.IsA('DroppedPickup')) )
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{
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A.Destroy();
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}
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}
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}
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}
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defaultproperties
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{
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ObjName="Toggle Cinematic Mode"
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ObjCategory="Toggle"
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InputLinks(0)=(LinkDesc="Enable")
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InputLinks(1)=(LinkDesc="Disable")
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InputLinks(2)=(LinkDesc="Toggle")
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bDisableMovement=TRUE
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bDisableTurning=TRUE
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bHidePlayer=TRUE
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bDisableInput=TRUE
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bHideHUD=TRUE
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bDeadBodies=TRUE
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bDroppedPickups=TRUE
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bAllowDofChanges=TRUE
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}
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