49 lines
1.4 KiB
Ucode
49 lines
1.4 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_AttachToActor extends SequenceAction;
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/** if true, then attachments will be detached. */
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var() bool bDetach;
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/** Should hard attach to the actor */
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var() bool bHardAttach;
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/** Bone Name to use for attachment */
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var() Name BoneName;
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/** true if attachment should be set relatively to the target, using an offset */
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var() bool bUseRelativeOffset;
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/** offset to use when attaching */
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var() vector RelativeOffset;
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/** Use relative rotation offset */
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var() bool bUseRelativeRotation;
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/** relative rotation */
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var() Rotator RelativeRotation;
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/**
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* Return the version number for this class. Child classes should increment this method by calling Super then adding
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* a individual class version to the result. When a class is first created, the number should be 0; each time one of the
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* link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of
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* Super.GetObjClassVersion() should be incremented by 1.
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*
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* @return the version number for this specific class.
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*/
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static event int GetObjClassVersion()
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{
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return Super.GetObjClassVersion() + 1;
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}
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defaultproperties
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{
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ObjName="Attach to Actor"
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ObjCategory="Actor"
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VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Attachment")
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bHardAttach=TRUE
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}
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