/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_SetFloat extends SeqAct_SetSequenceVariable native(Sequence); cpptext { void Activated() { // assign the new value Target = 0.f; for( INT ValueIdx = 0; ValueIdx < Value.Num(); ++ValueIdx) { Target += Value(ValueIdx); } } }; /** Target property use to write to */ var float Target; /** Value to apply */ var() array Value; /** * 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() + 1; } defaultproperties { ObjName="Float" VariableLinks.Empty VariableLinks(0)=(ExpectedType=class'SeqVar_Float',LinkDesc="Value",PropertyName=Value) VariableLinks(1)=(ExpectedType=class'SeqVar_Float',LinkDesc="Target",bWriteable=true,PropertyName=Target) }