66 lines
1.6 KiB
Ucode
66 lines
1.6 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 NxCylindricalForceFieldCapsule extends NxCylindricalForceField
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native(ForceField)
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placeable;
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/** Used to preview the radius of the force. */
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var() DrawCapsuleComponent RenderComponent;
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cpptext
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{
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virtual void InitRBPhys();
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virtual void TickSpecial(FLOAT DeltaSeconds);
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virtual void TermRBPhys(FRBPhysScene* Scene);
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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#if WITH_EDITOR
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virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
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#endif
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virtual FPointer DefineForceFieldShapeDesc();
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}
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/**
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* This is used to InitRBPhys for a dynamically spawned ForceField.
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* Used for starting RBPhsys on dyanmically spawned force fields. This will probably need to set some transient pointer to NULL
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**/
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native function DoInitRBPhys();
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defaultproperties
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{
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Begin Object Class=DrawCapsuleComponent Name=DrawCapsule0
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CapsuleRadius=200.0
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CapsuleHeight=200.0
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End Object
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RenderComponent=DrawCapsule0
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Components.Add(DrawCapsule0)
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Begin Object Class=SpriteComponent Name=Sprite
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Sprite=Texture2D'EditorResources.S_RadForce'
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HiddenGame=True
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AlwaysLoadOnClient=False
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AlwaysLoadOnServer=False
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SpriteCategoryName="Physics"
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End Object
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Components.Add(Sprite)
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TickGroup=TG_PreAsyncWork
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ForceHeight=200.0
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RemoteRole=ROLE_SimulatedProxy
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bNoDelete=true
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bAlwaysRelevant=true
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NetUpdateFrequency=0.1
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bOnlyDirtyReplication=true
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}
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