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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ //============================================================================= // Subsystem: The base class all subsystems. Subsystems usually // correspond to large C++ classes. The benefit of defining a C++ class as // a subsystem is that you can make some of its variables script-accessible, // and you can make some of its properties automatically saveable as part // of the configuration. // // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Subsystem extends Object abstract native transient inherits(FExec); cpptext { // USubsystem interface. virtual void Tick( FLOAT DeltaTime ) {} // FExec interface. virtual UBOOL Exec( const TCHAR* Cmd, FOutputDevice& Ar ) { return 0; } } defaultproperties { } |
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