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KF2-Dev-Scripts/Engine/Classes/SeqEvent_AnalogInput.uc
2020-12-13 18:01:13 +03:00

56 lines
1.6 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*
* Event mapped to analog input.
*/
class SeqEvent_AnalogInput extends SequenceEvent
native(Sequence);
cpptext
{
UBOOL RegisterEvent();
/**
* @return Does this event care about the given input name?
*/
UBOOL HasMatchingInput(FName InputName);
/**
* Trigger the event as needed. If this returns TRUE, and bTrapInput is TRUE, then the caller should
* stop processing the input.
*/
UBOOL CheckInputActivate(INT PlayerIndex, FName InputName, FLOAT Value);
/**
* Trigger the event as needed. If this returns TRUE, and bTrapInput is TRUE, then the caller should
* stop processing the input.
*/
UBOOL CheckInputActivate(INT PlayerIndex, FName InputName, FVector Value);
}
/** Should the input be eaten by the event, or allowed to propagate to gameplay? */
var() bool bTrapInput;
/** -1 for any player, or an index of a specific player to restrict to */
var() int AllowedPlayerIndex;
/** The binding to listen to - this can be something like MouseX, XboxTypeS_LeftX, Tilt - NOT aStrafe, aBaseX, etc */
var() array<name> InputNames;
defaultproperties
{
ObjName="Analog Input"
ObjCategory="Input"
bTrapInput=TRUE
VariableLinks(1)=(LinkDesc="Input Name",ExpectedType=class'SeqVar_String')
VariableLinks(2)=(LinkDesc="Float Value",ExpectedType=class'SeqVar_Float')
VariableLinks(3)=(LinkDesc="Vector Value",ExpectedType=class'SeqVar_Vector')
OutputLinks(0)=(LinkDesc="Output")
AllowedPlayerIndex = -1;
MaxTriggerCount=0
ReTriggerDelay=0.0
}