//============================================================================= // KFAnim_RandomScripted //============================================================================= // A custom random node that allows game code to "suggest" the next anim. // This is unreliable and not synchronized with other game clients, but it // is synchronized with another anims in this node. For reliable actions use // SpecialMoves and AnimNodeSlots instead. //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class KFAnim_RandomScripted extends KFAnim_Random native(Anim); /** If set, this nodes first child is a taunt/challenge animation */ var() bool bHasTauntAnim; cpptext { /** Notification to this blend that a child UAnimNodeSequence has reached the end and stopped playing. Not called if child has bLooping set to true or if user calls StopAnim. */ virtual void OnChildAnimEnd(UAnimNodeSequence* Child, FLOAT PlayedTime, FLOAT ExcessTime); } /** Queue up a specific child by index. If this child is only scripted it should have Chance=0 */ function QueueAnimChild(INT ChildIndex, optional float MaxWaitTime=3.f) { PendingChildIndex = ChildIndex; } /** For simplicity always assume taunt walks are at index 0 */ function QueueTauntWalk() { if ( bHasTauntAnim ) { QueueAnimChild(0); } } defaultproperties { }