/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_CameraLookAt extends SequenceAction native(Sequence); /** Should this affect the camera? */ var() bool bAffectCamera; /** If FALSE, focus only if point roughly in view; if TRUE, focus no matter where player is looking */ var() bool bAlwaysFocus; /** DEPRECATED. Functionally replaced by bTurnInPlace for clarity in version 4. */ var deprecated bool bAdjustCamera; /** If TRUE, camera will rotate in place. If FALSE, camera can move as necessary. */ var() bool bTurnInPlace; /** If TRUE, ignore world trace to find a good spot */ var() bool bIgnoreTrace; /** Speed range of interpolation to focus camera */ var() Vector2d InterpSpeedRange; /** How tight the focus should be */ var() Vector2d InFocusFOV; /** Name of bone to focus on if available */ var() Name FocusBoneName; /** Should this turn the character's head? */ var() bool bAffectHead; /** Should this turn affect the player's rotation? */ var() bool bRotatePlayerWithCamera; /** Set this player in god mode? Only works if bAffectCamera == TRUE */ var() bool bToggleGodMode; /** Leave the camera focused on the actor? */ var() bool bLeaveCameraRotation; /** Text to display while camera is focused */ var() String TextDisplay; /** Don't allow input */ var() bool bDisableInput; /** The total amount of time the camera lookat will happen */ var() float TotalTime; /** Whether this event used a timer or not */ var bool bUsedTimer; /** TRUE to validate visibility of lookat target before doing any camera changes */ var() bool bCheckLineOfSight; /** If >= 0, override camera fov to be this. */ var() float CameraFOV; var transient float RemainingTime; cpptext { void Activated(); UBOOL UpdateOp(FLOAT DeltaTime); void DeActivated(); void UpdateObject(); }; /** * Return the version number for this class. Child classes should increment this method by calling Super then adding * a individual class version to the result. When a class is first created, the number should be 0; each time one of the * link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of * Super.GetObjClassVersion() should be incremented by 1. * * @return the version number for this specific class. */ static event int GetObjClassVersion() { return Super.GetObjClassVersion() + 3; } defaultproperties { ObjName="Look At" ObjCategory="Camera" bAffectCamera=TRUE bTurnInPlace=TRUE InterpSpeedRange=(X=3,Y=3) InFocusFOV=(X=1,Y=1) CameraFOV=-1.f VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Focus") OutputLinks(0)=(LinkDesc="Out") // always fires on activation OutputLinks(1)=(LinkDesc="Finished") // fires after lookat finishes, if using timer (i.e. TotalTime > 0) OutputLinks(2)=(LinkDesc="Succeeded") // fires if lookat actually happens OutputLinks(3)=(LinkDesc="Failed") // fires if lookat fails (eg bCheckLineOfSight=true but trace fails) bDisableInput=TRUE TotalTime=0.0f bLatentExecution=TRUE bUsedTimer=FALSE }