50 lines
1.4 KiB
Ucode
50 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 InterpTrackInstHeadTracking extends InterpTrackInst
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dependson(HeadTrackingComponent)
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native(Interpolation);
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var() EHeadTrackingAction Action;
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/** Actor to look at information **/
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// struct native ActorToLookAt
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// {
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// var Actor Actor;
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// var float Rating;
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// var float EnteredTime;
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// var float LastKnownDistance;
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// var float StartTimeBeingLookedAt;
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// var bool CurrentlyBeingLookedAt;
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// };
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/** Array of actor information **/
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var const transient native map{class AActor*,struct FActorToLookAt* } CurrentActorMap;
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/** SkeletalMeshComponent who owns this **/
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var transient SkeletalMeshComponent Mesh;
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/** Look at control **/
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var transient array<SkelControlLookAt> TrackControls;
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/**
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* Position we were in last time we evaluated.
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* During UpdateTrack, events between this time and the current time will be processed.
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*/
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var float LastUpdatePosition;
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cpptext
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{
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/**
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*/
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virtual void InitTrackInst(UInterpTrack* Track);
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/** Called when interpolation is done. Should not do anything else with this TrackInst after this. */
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virtual void TermTrackInst(UInterpTrack* Track);
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/** Make sure CurrentActorMap is referenced */
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void AddReferencedObjects( TArray<UObject*>& ObjectArray );
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}
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defaultproperties
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{
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}
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