/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_ProjectileFactory extends SeqAct_ActorFactory native(Sequence); cpptext { virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); virtual UBOOL UpdateOp(FLOAT DeltaTime); virtual void DeActivated(); virtual void Spawned(UObject *NewSpawn); }; /** * The particle system to spawn as the muzzle flash. */ var(MuzzleFlash) ParticleSystem PSTemplate; /** * The name of the socket to spawn the muzzle flash at. * If set, takes precedence over the bone name. */ var(MuzzleFlash) Name SocketName; /** * The name of the bone to spawn the muzzle flash at. * If SocketName is set, it takes precedence over this. */ var(MuzzleFlash) Name BoneName; /** * 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() + 0; }; defaultproperties { ObjName="Projectile Factory" ObjCategory="Actor" InputLinks(0)=(LinkDesc="Spawn Projectile") // InputLinks(1)=(LinkDesc="Enable") // InputLinks(2)=(LinkDesc="Disable") // InputLinks(3)=(LinkDesc="Toggle") // VariableLinks.Empty // VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Spawn Point",PropertyName=SpawnPoints) // VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Spawned",MinVars=0,bWriteable=true) // VariableLinks(2)=(ExpectedType=class'SeqVar_Int',LinkDesc="Spawn Count",PropertyName=SpawnCount) // VariableLinks(3)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Spawn Location",PropertyName=SpawnLocations) // VariableLinks(4)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Spawn Direction",PropertyName=SpawnOrientations) // SpawnCount=1 SpawnDelay=0.0f // bCheckSpawnCollision=TRUE // LastSpawnIdx=-1 // bEnabled=TRUE }