/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_ControlGameMovie extends SeqAct_Latent native; /** Which movie to play */ var(Movie) string MovieName; /** When the fading in from just audio to audio and video should occur **/ var(Movie) int StartOfRenderingMovieFrame; /** When the fading from audio and video to just audio should occur **/ var(Movie) int EndOfRenderingMovieFrame; cpptext { /** * Executes the action when it is triggered */ void Activated(); UBOOL UpdateOp(FLOAT deltaTime); } defaultproperties { ObjName="Control Game Movie" ObjCategory="Cinematic" bAutoActivateOutputLinks=FALSE InputLinks(0)=(LinkDesc="Play") InputLinks(1)=(LinkDesc="Stop") OutputLinks(0)=(LinkDesc="Out") OutputLinks(1)=(LinkDesc="Movie Completed") VariableLinks.Empty VariableLinks(0)=(ExpectedType=class'SeqVar_String',LinkDesc="MovieName",PropertyName=MovieName) StartOfRenderingMovieFrame=-1 EndOfRenderingMovieFrame=-1 }