/** * A IsInObjectList Action is used to test whether an object is in the referenced * object list or not. * * The default is to check for all objects in the list. If the CheckForAllObjects is * unchecked then if ANY of the objects attached to Object(s)ToTest are found, then we will * set "In List" to hot * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_IsInObjectList extends SequenceAction native(Sequence); /** Determines whether or not we check for ALL or ANY objects referenced via Object(s)ToTest **/ var() bool bCheckForAllObjects; var private transient bool bObjectFound; cpptext { /** * When a IsInObjectList is Activated() it will look in the referenced * list and then determine if the referenced object is in it **/ void Activated(); /** * IsInObjectList determines which of its outputs should be * set to active **/ void DeActivated(); private: /** * Helper functions to determine if objects are in the list for each of the cases **/ UBOOL TestForAllObjectsInList(); UBOOL TestForAnyObjectsInList(); } defaultproperties { bCheckForAllObjects=true ObjName="IsIn ObjectList" ObjCategory="Object List" ObjColor=(R=255,G=0,B=255,A=255) // all of the inputs / functionality this Action can do InputLinks(0)=(LinkDesc="Test if in List") // outputs that are set to hot depending OutputLinks(0)=(LinkDesc="In List") OutputLinks(1)=(LinkDesc="Not in List") VariableLinks.Empty VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Object(s)ToTest",MinVars=1) // this is the LIST(S) object that we are going to check existence against VariableLinks(1)=(ExpectedType=class'SeqVar_ObjectList',LinkDesc="ObjectListVar",bWriteable=true) }