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/** * An ObjectVolume will replace the normal object references with anything contained within * the assigned volume at runtime, allowing designers to quickly reference large areas. * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class SeqVar_ObjectVolume extends SeqVar_Object native(Sequence); cpptext { virtual UObject** GetObjectRef(INT Idx); virtual void DrawExtraInfo(FCanvas* Canvas, const FVector& CircleCenter); virtual UBOOL SupportsProperty(UProperty *Property) { return FALSE; } } /** Last time ContainedObjects was updated */ var float LastUpdateTime; /** List of objects contained within the volume */ var array<Object> ContainedObjects; /** List of object types to exclude */ var() array<class<Object> > ExcludeClassList; /** Should this volume account for non-colliding as well? */ var() bool bCollidingOnly; defaultproperties { ObjName="Object Volume" ObjCategory="Object" ExcludeClassList=(class'Trigger',class'Volume') bCollidingOnly=TRUE } |
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