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UE2Runtime-22262001_Demo.exe
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LatentScriptedAction.uc
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2003-12-11
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class LatentScriptedAction extends ScriptedAction
abstract;
function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
{
Canvas.DrawText("Action "$GetActionString(), false);
YPos += YL;
Canvas.SetPos(4,YPos);
}
function bool InitActionFor(ScriptedController C)
{
C.CurrentAction = self;
return true;
}
//*****************************************************************************************
// Action Completion Queries
function bool CompleteWhenTriggered()
{
return false;
}
function bool CompleteOnAnim(int Channel)
{
return false;
}
function bool CompleteWhenTimer()
{
return false;
}
function bool WaitForPlayer()
{
return false;
}
function bool TickedAction()
{
return false;
}
//*****************************************************************************************
// Action Queries
function bool StillTicking(ScriptedController C, float DeltaTime)
{
return false;
}
function bool MoveToGoal()
{
return false;
}
function bool TurnToGoal()
{
return false;
}
function Actor GetMoveTargetFor(ScriptedController C)
{
return C.SequenceScript.GetMoveTarget();
}
function float GetDistance()
{
return 0;
}
defaultproperties
{
}