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