66 lines
2.4 KiB
Ucode
66 lines
2.4 KiB
Ucode
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//=============================================================================
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// KFSeqAct_MovePawnsNotInVolume
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//=============================================================================
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// Action that checks to see if a pawn is within a volume, and if not
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// attempt to move it to an actor's location.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2016 Tripwire Interactive LLC
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//=============================================================================
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class KFSeqAct_MovePawnsNotInVolume extends SequenceAction
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native(Sequence);
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cpptext
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{
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void Activated();
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void MovePawnToActor( APawn* Pawn, TArray<AActor*>& Destinations, TArray<AActor*>& OccupiedActors );
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}
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/** If TRUE, will only process living players from an input object list containing players */
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var() bool bOnlyLivingPlayers;
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/** If TRUE, picks a random destination actor if there are multiple object inputs */
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var() bool bRandomizeDestination;
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/** If TRUE, checks to see if there is another pawn overlapping the actor before choosing it */
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var() bool bCheckOverlap<EditCondition=!bRandomizeDestination>;
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/** If TRUE, will set the pawn's rotation to the destination actor's rotation */
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var() bool bSetRotation;
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/** Should we fade in after teleporting? */
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var(FadeIn) bool bFadeIn;
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/** Color used to fade */
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var(FadeIn) color FadeColor<EditCondition=bFadeIn>;
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/** The opacity that the camera will fade to */
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var(FadeIn) float EndFadeOpacity<ClampMin=0.0 | ClampMax=1.0 | EditCondition=bFadeIn>;
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/** How long to fade to FadeOpacity from the camera's current fade opacity */
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var(FadeIn) float FadeTime<ClampMin=0.0 | EditCondition=bFadeIn>;
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/** Should audio be faded as well */
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var(FadeIn) bool bFadeAudio<EditCondition=bFadeIn>;
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var transient native vector2D FadeAlpha;
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defaultproperties
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{
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ObjName="Move Pawns Not In Volume"
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ObjCategory="Pawn"
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// Sequence vars
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bOnlyLivingPlayers=true
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bRandomizeDestination=false
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bCheckOverlap=true
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bSetRotation=true
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// Fading
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bFadeIn=true
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FadeColor=(R=255,G=255,B=255,A=255)
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EndFadeOpacity=0.f
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FadeTime=1.f
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bFadeAudio=false
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VariableLinks.Empty
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VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Pawn")
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VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Volume")
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VariableLinks(2)=(ExpectedType=class'SeqVar_Object',LinkDesc="Destination Actor")
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}
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