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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class NxCylindricalForceFieldCapsule extends NxCylindricalForceField native(ForceField) placeable; /** Used to preview the radius of the force. */ var() DrawCapsuleComponent RenderComponent; cpptext { virtual void InitRBPhys(); virtual void TickSpecial(FLOAT DeltaSeconds); virtual void TermRBPhys(FRBPhysScene* Scene); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); #if WITH_EDITOR virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown); #endif virtual FPointer DefineForceFieldShapeDesc(); } /** * This is used to InitRBPhys for a dynamically spawned ForceField. * Used for starting RBPhsys on dyanmically spawned force fields. This will probably need to set some transient pointer to NULL **/ native function DoInitRBPhys(); defaultproperties { Begin Object Class=DrawCapsuleComponent Name=DrawCapsule0 CapsuleRadius=200.0 CapsuleHeight=200.0 End Object RenderComponent=DrawCapsule0 Components.Add(DrawCapsule0) Begin Object Class=SpriteComponent Name=Sprite Sprite=Texture2D'EditorResources.S_RadForce' HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False End Object Components.Add(Sprite) TickGroup=TG_PreAsyncWork ForceHeight=200.0 RemoteRole=ROLE_SimulatedProxy bNoDelete=true bAlwaysRelevant=true NetUpdateFrequency=0.1 bOnlyDirtyReplication=true } |
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