50 lines
1.3 KiB
Ucode
50 lines
1.3 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 UDKSkeletalMeshComponent extends SkeletalMeshComponent
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native;
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cpptext
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{
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/** Creates a FUDKSkeletalMeshSceneProxy (defined in UTWeapon.cpp) */
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virtual FPrimitiveSceneProxy* CreateSceneProxy();
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virtual void Tick(FLOAT DeltaTime);
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}
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/** This changes the FOV used for rendering the skeletal mesh component. A value of 0 means to use the default. */
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var() const float FOV;
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/** whether textures are currently forced loaded */
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var bool bForceLoadTextures;
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/** when to clear forced streaming */
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var float ClearStreamingTime;
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/**
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* Force streamed textures to be loaded. Used to get MIPS streamed in before weapon comes up
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* @PARAM bForcePreload if true causes streamed textures to be force loaded, if false, clears force loading
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*/
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simulated event PreloadTextures(bool bForcePreload, float ClearTime)
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{
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local int idx;
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bForceLoadTextures = bForcePreload;
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ClearStreamingTime = ClearTime;
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for (Idx = 0; Idx < Materials.Length; Idx++)
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{
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if (Materials[Idx] != None)
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{
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Materials[Idx].SetForceMipLevelsToBeResident(true, bForcePreload, -1.0f);
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}
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}
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}
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/** changes the value of FOV */
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native final function SetFOV(float NewFOV);
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DefaultProperties
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{
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FOV=0.0
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}
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