90 lines
1.9 KiB
Ucode
90 lines
1.9 KiB
Ucode
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/**
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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 UDKMapMusicInfo extends Object
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native
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hidecategories(Object)
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editinlinenew;
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enum ECrossfadeType
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{
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CFT_BeginningOfMeasure,
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CFT_EndOfMeasure
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};
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struct native MusicSegment
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{
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/** Tempo in Beats per Minute. This allows for the specific segement to have a different BPM **/
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var() float TempoOverride;
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/** crossfading always begins at the beginning of the measure **/
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var ECrossfadeType CrossfadeRule;
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/**
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* How many measures it takes to crossfade to this MusicSegment
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* (e.g. No matter which MusicSegement we are currently in when we crossfade to this one we will
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* fade over this many measures.
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**/
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var() int CrossfadeToMeNumMeasuresDuration;
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var() SoundCue TheCue;
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structdefaultproperties
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{
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CrossfadeRule=CFT_BeginningOfMeasure;
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CrossfadeToMeNumMeasuresDuration=1
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}
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};
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struct native StingersForAMap
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{
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var() SoundCue Died;
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var() SoundCue DoubleKill;
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var() SoundCue EnemyGrabFlag;
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var() SoundCue FirstKillingSpree;
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var() SoundCue FlagReturned;
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var() SoundCue GrabFlag;
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var() SoundCue Kill;
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var() SoundCue LongKillingSpree;
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var() SoundCue MajorKill;
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var() SoundCue MonsterKill;
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var() SoundCue MultiKill;
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var() SoundCue ReturnFlag;
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var() SoundCue ScoreLosing;
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var() SoundCue ScoreTie;
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var() SoundCue ScoreWinning;
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};
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struct native MusicForAMap
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{
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/** Default Tempo in Beats per Minute. **/
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var() float Tempo;
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var() MusicSegment Action;
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var() MusicSegment Ambient;
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var() MusicSegment Intro;
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var() MusicSegment Suspense;
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var() MusicSegment Tension;
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var() MusicSegment Victory;
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};
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/**
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* This is the music for the map. Content folk will pick from the various sets of music that exist
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* and then specify the music the map should have.
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**/
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var() MusicForAMap MapMusic;
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/** These are the stingers for the map **/
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var() StingersForAMap MapStingers;
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defaultproperties
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{
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}
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