57 lines
1.4 KiB
Ucode
57 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_CameraFade extends SequenceAction
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native(Sequence);
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/** Color to use as the fade */
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var() color FadeColor;
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/** Range of alpha to fade, FadeAlpha.X + ((1.f - FadeTimeRemaining/FadeTime) * (FadeAlpha.Y - FadeAlpha.X)) */
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var deprecated vector2d FadeAlpha;
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/** The opacity that the camera will fade to */
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var() float FadeOpacity<ClampMin=0.0 | ClampMax=1.0>;
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/** How long to fade to FadeOpacity from the camera's current fade opacity */
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var() float FadeTime<ClampMin=0.0>;
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/** Should the fade persist? */
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var() bool bPersistFade;
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/** Should audio be faded as well */
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var() bool bFadeAudio;
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/** Time left before reaching full alpha */
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var float FadeTimeRemaining;
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/** List of PCs this action is applied to */
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var transient array<PlayerController> CachedPCs;
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cpptext
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{
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void Activated();
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UBOOL UpdateOp(FLOAT DeltaTime);
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virtual void UpdateObject();
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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="Fade"
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ObjCategory="Camera"
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bLatentExecution=TRUE
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bAutoActivateOutputLinks=FALSE
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FadeAlpha=(X=0.f,Y=1.f)
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FadeOpacity=1.f
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FadeTime=1.f
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bPersistFade=TRUE
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VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Target",PropertyName=Targets,bHidden=TRUE)
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OUtputLinks(0)=(LinkDesc="Out")
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OUtputLinks(1)=(LinkDesc="Finished")
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}
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