60 lines
1.6 KiB
Ucode
60 lines
1.6 KiB
Ucode
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/**
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* SeqAct_PrepareMapChange
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*
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* Kismet action exposing kicking off async map changes
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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_PrepareMapChange extends SeqAct_Latent
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native(Sequence);
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/** The main level that should be transitioned to. */
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var() name MainLevelName;
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/** Additional secondary levels that should be pre-loaded before the switcheroo. */
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var() array<name> InitiallyLoadedSecondaryLevelNames;
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/** If this is TRUE, then a much larger time slice will be given to the loading code (useful for loading during a movie, etc) */
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var() bool bIsHighPriority;
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var transient bool bStatusIsOk;
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cpptext
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{
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virtual void PostLoad();
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/**
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* Called when this sequence action is being activated. Kicks off async background loading.
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*/
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void Activated();
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void DeActivated();
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/**
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* Called from parent sequence via ExecuteActiveOps, returns TRUE to indicate this
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* action has completed, which in this case means the engine is ready to have
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* CommitMapChange called.
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*
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* @return TRUE if action has completed, FALSE otherwise
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*/
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UBOOL UpdateOp(FLOAT DeltaTime);
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virtual void UpdateStatus();
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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#if WITH_EDITOR
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virtual void DrawExtraInfo(FCanvas* Canvas, const FVector& BoxCenter);
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#endif
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};
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defaultproperties
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{
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ObjName="Prepare Map Change"
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ObjCategory="Level"
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VariableLinks.Empty
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OutputLinks.Empty
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InputLinks(0)=(LinkDesc="PrepareLoad")
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OutputLinks(0)=(LinkDesc="Finished")
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}
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