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UE2Runtime-22262001_Demo.exe
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ACTION_FadeView.uc
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2003-12-11
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1KB
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46 lines
class ACTION_FadeView extends LatentScriptedAction;
var(Action) float FadeTime;
var(Action) vector TargetFlash;
function bool InitActionFor(ScriptedController C)
{
return true;
}
function string GetActionString()
{
return ActionString@FadeTime;
}
function bool TickedAction()
{
return true;
}
function bool StillTicking(ScriptedController C, float DeltaTime)
{
local bool bXDone,bYDone,bZDone;
local vector V;
V = C.GetInstigator().PhysicsVolume.ViewFlash - (C.Instigator.PhysicsVolume.Default.ViewFlash - TargetFlash) * (DeltaTime/FadeTime);
if( V.X < TargetFlash.X ) { V.X = TargetFlash.X; bXDone = True; }
if( V.Y < TargetFlash.Y ) { V.Y = TargetFlash.Y; bYDone = True; }
if( V.Z < TargetFlash.Z ) { V.Z = TargetFlash.Z; bZDone = True; }
C.GetInstigator().PhysicsVolume.ViewFlash = V;
if(bXDone && bYDone && bZDone)
return false;
return true;
}
defaultproperties
{
TargetFlash=(X=-2,Y=-2,Z=-2)
FadeTime=+5
ActionString="fade view"
}