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/** * An actor which specifies a reflection plane used to render dynamic shadows for image reflections. * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class ImageReflectionShadowPlane extends Actor showcategories(Movement) native(Mesh) placeable; /** replicated copy of ImageReflectionShadowPlaneComponent's bEnabled property */ var repnotify bool bEnabled; /** Image reflection component */ var() ImageReflectionShadowPlaneComponent ReflectionShadowComponent; replication { if (Role == ROLE_Authority) bEnabled; } event PostBeginPlay() { Super.PostBeginPlay(); bEnabled = ReflectionShadowComponent.bEnabled; } simulated event ReplicatedEvent(name VarName) { if (VarName == 'bEnabled') { ReflectionShadowComponent.SetEnabled(bEnabled); } else { Super.ReplicatedEvent(VarName); } } /* epic =============================================== * ::OnToggle * * Scripted support for toggling image reflections, checks which * operation to perform by looking at the action input. * * Input 1: turn on * Input 2: turn off * Input 3: toggle * * ===================================================== */ simulated function OnToggle(SeqAct_Toggle action) { if (action.InputLinks[0].bHasImpulse) { // turn on ReflectionShadowComponent.SetEnabled(TRUE); } else if (action.InputLinks[1].bHasImpulse) { // turn off ReflectionShadowComponent.SetEnabled(FALSE); } else if (action.InputLinks[2].bHasImpulse) { // toggle ReflectionShadowComponent.SetEnabled(!ReflectionShadowComponent.bEnabled); } bEnabled = ReflectionShadowComponent.bEnabled; ForceNetRelevant(); SetForcedInitialReplicatedProperty(Property'Engine.ImageReflectionShadowPlane.bEnabled', (bEnabled == default.bEnabled)); } defaultproperties { bEnabled=true bStatic=FALSE bNoDelete=true // Network settings taken from AInfo RemoteRole=ROLE_None NetUpdateFrequency=10 bOnlyDirtyReplication=TRUE bSkipActorPropertyReplication=TRUE Physics=PHYS_Interpolating Begin Object Class=ImageReflectionShadowPlaneComponent Name=ReflectionComponent0 End Object ReflectionShadowComponent=ReflectionComponent0 Components.Add(ReflectionComponent0) Begin Object Class=SpriteComponent Name=Sprite Sprite=Texture2D'EditorResources.S_Actor' HiddenGame=TRUE AlwaysLoadOnClient=FALSE AlwaysLoadOnServer=FALSE End Object Components.Add(Sprite) } |
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