/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_ModifyHealth extends SequenceAction native(Sequence); cpptext { void Activated(); virtual void UpdateObject(); } `if(`__TW_) // Allow abstract DamageTypes. Engine classes are inconsistant about this. /** Type of damage to apply */ var() class DamageType; `else /** Type of damage to apply */ var() class DamageType; `endif /** Amount of momentum to apply */ var() float Momentum; /** Change in health */ var() float Amount; /** Distance to Instigator within which to damage actors */ var() float Radius; /** If true, Amount will be healed */ var() bool bHeal; /** If true, health change will be radial */ var() bool bRadial; /** Whether amount should decay linearly based on distance from the target. */ var() bool bFalloff; /** Player that should take credit for the health change (Controller or Pawn) */ var Actor Instigator; /** * 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() + 1; } defaultproperties { ObjName="Modify Health" ObjCategory="Actor" VariableLinks(1)=(ExpectedType=class'SeqVar_Float',LinkDesc="Amount",PropertyName=Amount) VariableLinks(2)=(ExpectedType=class'SeqVar_Object',LinkDesc="Instigator",PropertyName=Instigator) Momentum=500.f }