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

66 lines
2.4 KiB
Ucode

//=============================================================================
// KFSeqAct_MovePawnsNotInVolume
//=============================================================================
// Action that checks to see if a pawn is within a volume, and if not
// attempt to move it to an actor's location.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
//=============================================================================
class KFSeqAct_MovePawnsNotInVolume extends SequenceAction
native(Sequence);
cpptext
{
void Activated();
void MovePawnToActor( APawn* Pawn, TArray<AActor*>& Destinations, TArray<AActor*>& OccupiedActors );
}
/** If TRUE, will only process living players from an input object list containing players */
var() bool bOnlyLivingPlayers;
/** If TRUE, picks a random destination actor if there are multiple object inputs */
var() bool bRandomizeDestination;
/** If TRUE, checks to see if there is another pawn overlapping the actor before choosing it */
var() bool bCheckOverlap<EditCondition=!bRandomizeDestination>;
/** If TRUE, will set the pawn's rotation to the destination actor's rotation */
var() bool bSetRotation;
/** Should we fade in after teleporting? */
var(FadeIn) bool bFadeIn;
/** Color used to fade */
var(FadeIn) color FadeColor<EditCondition=bFadeIn>;
/** The opacity that the camera will fade to */
var(FadeIn) float EndFadeOpacity<ClampMin=0.0 | ClampMax=1.0 | EditCondition=bFadeIn>;
/** How long to fade to FadeOpacity from the camera's current fade opacity */
var(FadeIn) float FadeTime<ClampMin=0.0 | EditCondition=bFadeIn>;
/** Should audio be faded as well */
var(FadeIn) bool bFadeAudio<EditCondition=bFadeIn>;
var transient native vector2D FadeAlpha;
defaultproperties
{
ObjName="Move Pawns Not In Volume"
ObjCategory="Pawn"
// Sequence vars
bOnlyLivingPlayers=true
bRandomizeDestination=false
bCheckOverlap=true
bSetRotation=true
// Fading
bFadeIn=true
FadeColor=(R=255,G=255,B=255,A=255)
EndFadeOpacity=0.f
FadeTime=1.f
bFadeAudio=false
VariableLinks.Empty
VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Pawn")
VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Volume")
VariableLinks(2)=(ExpectedType=class'SeqVar_Object',LinkDesc="Destination Actor")
}