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KF2-Dev-Scripts/Engine/Classes/SeqEvent_Used.uc

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2020-12-13 15:01:13 +00:00
/**
* Activated when a "usable" actor (such as a trigger) is used.
* Originator: the usable actor that was used
* Instigator: The pawn associated with the player did the using
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SeqEvent_Used extends SequenceEvent
native(Sequence);
cpptext
{
virtual UBOOL CheckActivate(AActor *InOriginator, AActor *InInstigator, UBOOL bTest=FALSE, TArray<INT>* ActivateIndices = NULL, UBOOL bPushTop = FALSE);
}
/** if true, requires player to aim at trigger to be able to interact with it. False, simple radius check will be performed */
var() bool bAimToInteract;
/** Max distance from instigator to allow interactions. */
var() float InteractDistance;
/** Text to display when looking at this event */
var() string InteractText;
/** Icon to display when looking at this event */
var() Texture2D InteractIcon;
/** List of class types that are considered valid for this event */
var(TouchTypes) array<class<Actor> > ClassProximityTypes<AllowAbstract>;
/** List of class types that are considered valid for this event */
var(TouchTypes) array<class<Actor> > IgnoredClassProximityTypes<AllowAbstract>;
`if(`__TW_)
/** If set, perform additional trace from camera to trigger when using */
var(TW) bool bUseLineCheck;
`endif
defaultproperties
{
bAimToInteract=true
ObjName="Used"
InteractDistance=128.f
InteractText="Use"
VariableLinks(1)=(ExpectedType=class'SeqVar_Float',LinkDesc="Distance",bWriteable=true)
OutputLinks(0)=(LinkDesc="Used")
OutputLinks(1)=(LinkDesc="Unused")
}