69 lines
1.8 KiB
Ucode
69 lines
1.8 KiB
Ucode
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/**
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* A IsInObjectList Action is used to test whether an object is in the referenced
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* object list or not.
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*
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* The default is to check for all objects in the list. If the CheckForAllObjects is
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* unchecked then if ANY of the objects attached to Object(s)ToTest are found, then we will
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* set "In List" to hot
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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_IsInObjectList extends SequenceAction
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native(Sequence);
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/** Determines whether or not we check for ALL or ANY objects referenced via Object(s)ToTest **/
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var() bool bCheckForAllObjects;
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var private transient bool bObjectFound;
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cpptext
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{
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/**
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* When a IsInObjectList is Activated() it will look in the referenced
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* list and then determine if the referenced object is in it
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**/
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void Activated();
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/**
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* IsInObjectList determines which of its outputs should be
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* set to active
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**/
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void DeActivated();
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private:
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/**
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* Helper functions to determine if objects are in the list for each of the cases
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**/
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UBOOL TestForAllObjectsInList();
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UBOOL TestForAnyObjectsInList();
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}
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defaultproperties
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{
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bCheckForAllObjects=true
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ObjName="IsIn ObjectList"
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ObjCategory="Object List"
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ObjColor=(R=255,G=0,B=255,A=255)
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// all of the inputs / functionality this Action can do
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InputLinks(0)=(LinkDesc="Test if in List")
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// outputs that are set to hot depending
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OutputLinks(0)=(LinkDesc="In List")
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OutputLinks(1)=(LinkDesc="Not in List")
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VariableLinks.Empty
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VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Object(s)ToTest",MinVars=1)
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// this is the LIST(S) object that we are going to check existence against
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VariableLinks(1)=(ExpectedType=class'SeqVar_ObjectList',LinkDesc="ObjectListVar",bWriteable=true)
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}
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