/** * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. * */ class GameCrowdInteractionPoint extends Actor native abstract hidecategories(Advanced) hidecategories(Collision) hidecategories(Display) hidecategories(Actor) hidecategories(Movement) hidecategories(Physics) ClassGroup(Crowd) placeable; /** If this interactionpoint is currently enabled */ var() bool bIsEnabled; /** Cylinder component */ var() CylinderComponent CylinderComponent; cpptext { #if WITH_EDITOR // AActor interface. virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown); #endif } replication { if (bNoDelete) bIsEnabled; } function OnToggle(SeqAct_Toggle action) { if (action.InputLinks[0].bHasImpulse) { // turn on bIsEnabled = TRUE; } else if (action.InputLinks[1].bHasImpulse) { // turn off bIsEnabled = FALSE; } else if (action.InputLinks[2].bHasImpulse) { // toggle bIsEnabled = !bIsEnabled; } // Make this actor net relevant, and force replication, even if it now does not differ from class defaults. ForceNetRelevant(); } defaultproperties { TickGroup=TG_DuringAsyncWork bIsEnabled=true bCollideActors=FALSE bNoDelete=true Begin Object Class=CylinderComponent NAME=CollisionCylinder CollideActors=FALSE bDrawNonColliding=TRUE CollisionRadius=+0200.000000 CollisionHeight=+0040.000000 CylinderColor=(R=0,G=255,B=0) bDrawBoundingBox=FALSE End Object CylinderComponent=CollisionCylinder CollisionComponent=CollisionCylinder Components.Add(CollisionCylinder) Begin Object Class=SpriteComponent Name=Sprite Sprite=Texture2D'EditorResources.Crowd.T_Crowd_Behavior' Scale=0.5 HiddenGame=TRUE HiddenEditor=FALSE AlwaysLoadOnClient=FALSE AlwaysLoadOnServer=FALSE End Object Components.Add(Sprite) }