64 lines
1.8 KiB
Ucode
64 lines
1.8 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class SeqAct_ModifyHealth extends SequenceAction
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native(Sequence);
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cpptext
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{
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void Activated();
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virtual void UpdateObject();
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}
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`if(`__TW_)
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// Allow abstract DamageTypes. Engine classes are inconsistant about this.
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/** Type of damage to apply */
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var() class<DamageType> DamageType<AllowAbstract>;
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`else
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/** Type of damage to apply */
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var() class<DamageType> DamageType;
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`endif
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/** Amount of momentum to apply */
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var() float Momentum;
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/** Change in health */
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var() float Amount<autocomment=true>;
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/** Distance to Instigator within which to damage actors */
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var() float Radius;
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/** If true, Amount will be healed */
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var() bool bHeal;
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/** If true, health change will be radial */
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var() bool bRadial;
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/** Whether amount should decay linearly based on distance from the target. */
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var() bool bFalloff;
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/** Player that should take credit for the health change (Controller or Pawn) */
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var Actor Instigator;
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/**
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* Return the version number for this class. Child classes should increment this method by calling Super then adding
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* a individual class version to the result. When a class is first created, the number should be 0; each time one of the
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* link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of
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* Super.GetObjClassVersion() should be incremented by 1.
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*
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* @return the version number for this specific class.
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*/
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static event int GetObjClassVersion()
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{
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return Super.GetObjClassVersion() + 1;
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}
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defaultproperties
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{
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ObjName="Modify Health"
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ObjCategory="Actor"
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VariableLinks(1)=(ExpectedType=class'SeqVar_Float',LinkDesc="Amount",PropertyName=Amount)
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VariableLinks(2)=(ExpectedType=class'SeqVar_Object',LinkDesc="Instigator",PropertyName=Instigator)
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Momentum=500.f
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} |