/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class PBRuleNodeExtractTopBottom extends PBRuleNodeBase native(ProcBuilding) collapsecategories hidecategories(Object) dependson(ProcBuildingRuleset); var() float ExtractTopZ; var() float ExtractNotTopZ; var() float ExtractBottomZ; var() float ExtractNotBottomZ; cpptext { // PBRuleNodeBase interface virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent); virtual class UPBRuleNodeCorner* GetCornerNode(UBOOL bTop, AProcBuilding* BaseBuilding, INT TopLevelScopeIndex); // Editor virtual FString GetRuleNodeTitle(); } defaultproperties { ExtractTopZ=512.0 ExtractNotTopZ=0.0 ExtractBottomZ=512.0 ExtractNotBottomZ=0.0 NextRules[0]=(LinkName="Top") NextRules[1]=(LinkName="Not Top") NextRules[2]=(LinkName="Mid") NextRules[3]=(LinkName="Bottom") NextRules[4]=(LinkName="Not Bottom") }