/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_SetSoundMode extends SequenceAction; /** SoundMode to use, or None for default. */ var() SoundMode SoundMode; /** Whether this soundmode is the highest priority, game specific and ignored by PlayerController */ var() bool bTopPriority; /** Call handler manually so we can assume PC without requiring one to be attached **/ event Activated() { local PlayerController PC; // find any PC PC = GetWorldInfo().GetALocalPlayerController(); if (PC != None) { PC.OnSetSoundMode(self); } } /** * 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="Set Sound Mode" ObjCategory="Sound" bCallHandler=false InputLinks(0)=(LinkDesc="Start") InputLinks(1)=(LinkDesc="Stop") VariableLinks.Empty }