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//============================================================================= // Object: The base class all objects. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Object native noexport; //============================================================================= // UObject variables. // Internal variables. var native private const int ObjectInternal[6]; var native const object Outer; var native const int ObjectFlags; var(Object) native const editconst name Name; var(Object) native const editconst class Class; //============================================================================= // Unreal base structures. // Object flags. const RF_Transactional = 0x00000001; // Supports editor undo/redo. const RF_Public = 0x00000004; // Can be referenced by external package files. const RF_Transient = 0x00004000; // Can't be saved or loaded. const RF_NotForClient = 0x00100000; // Don't load for game client. const RF_NotForServer = 0x00200000; // Don't load for game server. const RF_NotForEdit = 0x00400000; // Don't load for editor. // 227 UScript definition for Pointers struct Pointer { var native const editconst int Ptr; }; // Template base for dynamic arrays (only used for C++ props). struct Template { var const byte B; }; // A globally unique identifier. struct Guid { var int A, B, C, D; }; // A point or direction vector in 3d space. struct Vector { var() config float X, Y, Z; }; // A plane definition in 3d space. struct Plane extends Vector { var() config float W; }; // An orthogonal rotation in 3d space. struct Rotator { var() config int Pitch, Yaw, Roll; }; // An arbitrary coordinate system in 3d space. struct Coords { var() config vector Origin, XAxis, YAxis, ZAxis; }; // A scale and sheering. struct Scale { var() config vector Scale; var() config float SheerRate; var() config enum ESheerAxis { SHEER_None, SHEER_XY, SHEER_XZ, SHEER_YX, SHEER_YZ, SHEER_ZX, SHEER_ZY, } SheerAxis; }; // A color. struct Color { var() config byte R, G, B, A; }; // A bounding box. struct BoundingBox { var() vector Min, Max; var byte IsValid; }; // A bounding box sphere together. struct BoundingVolume extends boundingbox { var plane Sphere; }; struct Quat { var() config float W, X, Y, Z; }; // Advanced animation notify. enum eAnimNotifyEval { ANE_Equal, ANE_Greater, ANE_Less, ANE_GreaterOrEqual, ANE_LessOrEqual }; //============================================================================= // Constants. const MaxInt = 0x7fffffff; const Pi = 3.1415926535897932; //============================================================================= // Basic native operators and functions. // Bool operators. native(129) static final preoperator bool ! ( bool A ); native(242) static final operator(24) bool == ( bool A, bool B ); native(243) static final operator(26) bool != ( bool A, bool B ); native(130) static final operator(30) bool && ( bool A, skip bool B ); native(131) static final operator(30) bool ^^ ( bool A, bool B ); native(132) static final operator(32) bool || ( bool A, skip bool B ); // Byte operators. native(133) static final operator(34) byte *= ( out byte A, byte B ); native(134) static final operator(34) byte /= ( out byte A, byte B ); native(135) static final operator(34) byte += ( out byte A, byte B ); native(136) static final operator(34) byte -= ( out byte A, byte B ); native(137) static final preoperator byte ++ ( out byte A ); native(138) static final preoperator byte -- ( out byte A ); native(139) static final postoperator byte ++ ( out byte A ); native(140) static final postoperator byte -- ( out byte A ); // Integer operators. native(141) static final preoperator int ~ ( int A ); native(143) static final preoperator int - ( int A ); native(144) static final operator(16) int * ( int A, int B ); native(145) static final operator(16) int / ( int A, int B ); native(146) static final operator(20) int + ( int A, int B ); native(147) static final operator(20) int - ( int A, int B ); native(148) static final operator(22) int << ( int A, int B ); native(149) static final operator(22) int >> ( int A, int B ); native(196) static final operator(22) int >>>( int A, int B ); native(150) static final operator(24) bool < ( int A, int B ); native(151) static final operator(24) bool > ( int A, int B ); native(152) static final operator(24) bool <= ( int A, int B ); native(153) static final operator(24) bool >= ( int A, int B ); native(154) static final operator(24) bool == ( int A, int B ); native(155) static final operator(26) bool != ( int A, int B ); native(156) static final operator(28) int & ( int A, int B ); native(157) static final operator(28) int ^ ( int A, int B ); native(158) static final operator(28) int | ( int A, int B ); native(159) static final operator(34) int *= ( out int A, float B ); native(160) static final operator(34) int /= ( out int A, float B ); native(161) static final operator(34) int += ( out int A, int B ); native(162) static final operator(34) int -= ( out int A, int B ); native(163) static final preoperator int ++ ( out int A ); native(164) static final preoperator int -- ( out int A ); native(165) static final postoperator int ++ ( out int A ); native(166) static final postoperator int -- ( out int A ); // Integer functions. native(167) static final Function int Rand ( int Max ); native(249) static final function int Min ( int A, int B ); native(250) static final function int Max ( int A, int B ); native(251) static final function int Clamp ( int V, int A, int B ); // Float operators. native(169) static final preoperator float - ( float A ); native(170) static final operator(12) float ** ( float A, float B ); native(171) static final operator(16) float * ( float A, float B ); native(172) static final operator(16) float / ( float A, float B ); native(173) static final operator(18) float % ( float A, float B ); native(174) static final operator(20) float + ( float A, float B ); native(175) static final operator(20) float - ( float A, float B ); native(176) static final operator(24) bool < ( float A, float B ); native(177) static final operator(24) bool > ( float A, float B ); native(178) static final operator(24) bool <= ( float A, float B ); native(179) static final operator(24) bool >= ( float A, float B ); native(180) static final operator(24) bool == ( float A, float B ); native(210) static final operator(24) bool ~= ( float A, float B ); native(181) static final operator(26) bool != ( float A, float B ); native(182) static final operator(34) float *= ( out float A, float B ); native(183) static final operator(34) float /= ( out float A, float B ); native(184) static final operator(34) float += ( out float A, float B ); native(185) static final operator(34) float -= ( out float A, float B ); // Float functions. native(186) static final function float Abs ( float A ); native(187) static final function float Sin ( float A ); native(188) static final function float Cos ( float A ); native(197) static final function float Acos ( float A ); native(189) static final function float Tan ( float A ); native(190) static final function float Atan ( float A ); native(191) static final function float Exp ( float A ); native(192) static final function float Loge ( float A ); native(193) static final function float Sqrt ( float A ); native(194) static final function float Square( float A ); native(195) static final function float FRand (); native(244) static final function float FMin ( float A, float B ); native(245) static final function float FMax ( float A, float B ); native(246) static final function float FClamp( float V, float A, float B ); native(247) static final function float Lerp ( float Alpha, float A, float B ); native(248) static final function float Smerp ( float Alpha, float A, float B ); // Vector operators. native(211) static final preoperator vector - ( vector A ); native(212) static final operator(16) vector * ( vector A, float B ); native(213) static final operator(16) vector * ( float A, vector B ); native(296) static final operator(16) vector * ( vector A, vector B ); native(214) static final operator(16) vector / ( vector A, float B ); native(215) static final operator(20) vector + ( vector A, vector B ); native(216) static final operator(20) vector - ( vector A, vector B ); native(275) static final operator(22) vector << ( vector A, rotator B ); native(276) static final operator(22) vector >> ( vector A, rotator B ); native(217) static final operator(24) bool == ( vector A, vector B ); native(218) static final operator(26) bool != ( vector A, vector B ); native(219) static final operator(16) float Dot ( vector A, vector B ); native(220) static final operator(16) vector Cross ( vector A, vector B ); native(221) static final operator(34) vector *= ( out vector A, float B ); native(297) static final operator(34) vector *= ( out vector A, vector B ); native(222) static final operator(34) vector /= ( out vector A, float B ); native(223) static final operator(34) vector += ( out vector A, vector B ); native(224) static final operator(34) vector -= ( out vector A, vector B ); // Vector functions. native(225) static final function float VSize ( vector A ); native(226) static final function vector Normal ( vector A ); native(227) static final function Invert ( out vector X, out vector Y, out vector Z ); native(252) static final function vector VRand ( ); native(300) static final function vector MirrorVectorByNormal( vector Vect, vector Normal ); native(228) static final function vector RandomSpreadVector(float A); //Return a random unit vector within a cone of spread_degrees (A). // Rotator operators and functions. native(142) static final operator(24) bool == ( rotator A, rotator B ); native(203) static final operator(26) bool != ( rotator A, rotator B ); native(287) static final operator(16) rotator * ( rotator A, float B ); native(288) static final operator(16) rotator * ( float A, rotator B ); native(289) static final operator(16) rotator / ( rotator A, float B ); native(290) static final operator(34) rotator *= ( out rotator A, float B ); native(291) static final operator(34) rotator /= ( out rotator A, float B ); native(316) static final operator(20) rotator + ( rotator A, rotator B ); native(317) static final operator(20) rotator - ( rotator A, rotator B ); native(318) static final operator(34) rotator += ( out rotator A, rotator B ); native(319) static final operator(34) rotator -= ( out rotator A, rotator B ); native(229) static final function GetAxes ( rotator A, out vector X, out vector Y, out vector Z ); native(230) static final function GetUnAxes ( rotator A, out vector X, out vector Y, out vector Z ); native(320) static final function rotator RotRand ( optional bool bRoll ); native static final function rotator OrthoRotation( vector X, vector Y, vector Z ); native static final function rotator Normalize( rotator Rot ); // String operators. native(112) static final operator(40) string $ ( coerce string A, coerce string B ); native(168) static final operator(40) string @ ( coerce string A, coerce string B ); native(115) static final operator(24) bool < ( string A, string B ); native(116) static final operator(24) bool > ( string A, string B ); native(120) static final operator(24) bool <= ( string A, string B ); native(121) static final operator(24) bool >= ( string A, string B ); native(122) static final operator(24) bool == ( string A, string B ); native(123) static final operator(26) bool != ( string A, string B ); native(124) static final operator(24) bool ~= ( string A, string B ); // rjp -- native(322) static final operator(44) string $= ( out string A, coerce string B ); native(323) static final operator(44) string @= ( out string A, coerce string B ); native(324) static final operator(45) string -= ( out string A, coerce string B ); // -- rjp // String functions. native(125) static final function int Len ( coerce string S ); //227 enhancement - returns position of SubStr in Src after Start charcters (-1 is returned if SubStr can not be found). //If start is greater then number of characters in string Src, then standard InStr function is called. native(126) static final function int InStr ( coerce string S, coerce string t, optional int Start); native(127) static final function string Mid ( coerce string S, int i, optional int j ); native(128) static final function string Left ( coerce string S, int i ); native(234) static final function string Right ( coerce string S, int i ); native(235) static final function string Caps ( coerce string S ); native(236) static final function string Chr ( int i ); native(237) static final function int Asc ( string S ); /* Lower-case some text */ static native(238) final function string Locs( string InStr ); /* Replace parts of some text */ native(239) static final function string ReplaceStr( string Text, string FindStr, string ReplaceWith, optional bool bCaseInsensitive ); // Call a function by name and string parameters. // Parms are separated by '\' character, diferent parms can also be enclosed by citate char, as ex: // ExecFunctionStr('TestCode',"45\\\"Hello world\"); // Which will compile as: 45\"Hello world" // Returns True if function was found and executed. // @ ReturnValue = filled with the return value if exists. native(390) final function bool ExecFunctionStr( name FuncName, string Parms, optional out string ReturnVal ); // Convert string to name (name length is limited to 63 chars). static native(391) final function name StringToName( string S ); /* Sort a dynamic array: SortCode, a simple boolean function MUST be used for this or else it will return false without doing anything: array<int> would use have following rules: - Return parameter MUST be a boolean. final function bool SortInteger( int A, int B ) <- There MUST be 2 parms in same type as the dynamic array parm is. { return (A<B); <- There may ONLY be a single return value as the contents of the function. } */ native(240) static final function bool SortArray( ArrayProperty Prop, Function SortCode ); /* Sort a static array, follows same rules as dynamic array: SortSize - Number of elements that should be sorted, default value is the size of the array. */ native(241) static final function bool SortStaticArray( Property Prop, Function SortCode, optional int SortSize ); // 227f: FCoords Maths native(330) static final operator(16) Coords * ( Coords A, Coords B ); // Rotate coords A by B native(331) static final operator(34) Coords *= ( out Coords A, Coords B ); native(332) static final operator(34) Coords *= ( out Coords A, rotator B ); // Rotate coords by rotator native(333) static final operator(34) Coords /= ( out Coords A, rotator B ); // Inverted rotate coords by rotator native(334) static final operator(34) Coords *= ( out vector A, Coords B ); // Rotate vector by coords native(335) static final function Coords GetUnitCoords(); // Get default forward direction coords. // Transform a rotator by some specific floor normal (using rotator Yaw/Pitch components from incoming rotator). static native(336) final function TransformRotatorByNormal( out rotator R, vector FloorNormal ); // Same as above but instead do it on an incoming coords. static native(337) final function TransformCoordsByNormal( out Coords C, vector FloorNormal ); // Object operators. native(114) static final operator(24) bool == ( Object A, Object B ); native(119) static final operator(26) bool != ( Object A, Object B ); // Name operators. native(254) static final operator(24) bool == ( name A, name B ); native(255) static final operator(26) bool != ( name A, name B ); // Load an enitre package to memory. // @ PackageName - The name of package to load. // @ ListType - Type of objects it should list. // @ PckContents - The list of objects it found from it. native(257) static final function bool LoadPackageContents( string PackageName, Class<Object> ListType, out array<Object> PckContents ); //============================================================================= // General functions. // Logging. native(231) final static function Log( coerce string S, optional name Tag ); native(232) final static function Warn( coerce string S ); native static function string Localize( string SectionName, string KeyName, string PackageName ); // Goto state and label. native(113) final function GotoState( optional name NewState, optional name Label ); native(281) final function bool IsInState( name TestState ); native(284) final function name GetStateName(); // Objects. native(258) static final function bool ClassIsChildOf( class TestClass, class ParentClass ); native(303) final function bool IsA( name ClassName ); // Probe messages. native(117) final function Enable( name ProbeFunc ); native(118) final function Disable( name ProbeFunc ); // Properties. native final function string GetPropertyText( string PropName ); // don't use on arrays, only designed to work with structs! native final function SetPropertyText( string PropName, string PropValue ); // don't use on arrays, only designed to work with structs! native static final function name GetEnum( object E, int i ); native static final function object DynamicLoadObject( string ObjectName, class ObjectClass, optional bool MayFail ); // Configuration. native(536) final function SaveConfig(); native static final function StaticSaveConfig(); native(543) static final function ResetConfig(); // U227 added functions: native(198) static final function color MakeColor( byte R, byte G, byte B, optional byte A ); /* Relative slow: Find an object based on object name (and outer name), example: SomeTexture = Texture(FindObject(Class'Texture',"P_Pawn","Engine")); */ native(600) final function Object FindObject( Class<Object> ObjClass, string ObjectName ); /* Very fast: Returns the parent class of the desired class */ native(601) final function Class<Object> GetParentClass( Class<Object> ObjClass ); /* Slow: Iterate through all objects and return the desired ones, example: local Console C; ForEach AllObjects(Class'Console',C) Log(C.Class); */ native(602) final iterator function AllObjects( class<Object> BaseClass, out Object Obj ); /* Fast: Iterate through all files of a type (file extension are "unr", "uax", "u", "utx", "umx" or empty string for all files). */ native(603) final iterator function AllFiles( string FileExtension, string FilePrefix, out string FileName ); // Return a random number within the given range. static final function float RandRange( float Min, float Max ) { return Min + (Max - Min) * FRand(); } // 227 Implementation of quaternion by Raven based on work of Usaar33 and BeyondUnrealForums // Functions used to convert Quat to rotator and rotator to quat //converts rotator to quaternion native(604) final function Quat RotationToQuat( rotator R, bool bHighPrecision); //converts quaternion to rotator native(605) final function rotator QuatToRotation( Quat Q ); //creates empty quaternion native(606) final function Quat Quad(float w, float x, float y, float z); //Add a rotator relative to the first one. Note: R1 & R2 != R2 & R1. native(607) final operator(12) rotator & ( rotator R1, rotator R2 ); //mult quad by vector native(608) final operator(16) Quat * ( Quat A, Vector B ); //mult quad by vector (other order) native(609) final operator(16) Quat * ( Vector B, Quat A ); //mult quads by scalar native(610) final operator(16) Quat * ( Quat A, float B ); //mult quads by scalar (other order) native(611) final operator(16) Quat * ( float B, Quat A ); // Multiply 2 Quats. Note: Q1 * Q2 != Q2 * Q1. native(612) final operator(16) Quat * ( Quat Q1, Quat Q2 ); //add quads native(613) final operator(20) Quat + ( Quat A, Quat B ); //subtracts quads native(614) final operator(20) Quat - ( Quat A, Quat B ); //add quads to native(615) final operator(34) Quat += ( out Quat A, Quat B ); //subtracts quads from native(616) final operator(34) Quat -= ( out Quat A, Quat B ); //mult by scalar native(617) final operator(34) Quat *= ( out Quat A, float B ); //divide by scalar native(618) final operator(34) Quat /= ( out Quat A, float B ); //conjugate (negative of vector part) native(619) final preoperator Quat ~ ( out Quat A ); //returns true if quat A equals quat B native(620) final operator(24) bool == ( Quat A, Quat B ); //returns true if quat A does not equal quat B native(621) final operator(26) bool != ( Quat A, Quat B ); // Dot product of axes to get cos of angle #Warning some people use .W component here too ! native(622) final operator(16) float Dot ( Quat A, Quat B ); //get unit vector part. native(623) final function vector QuatGetVect(Quat A); //get size (faster) native(624) final function float QuatSizeSquared(Quat A); //get size (magnitude) native(625) final function float QuatSize(Quat A); //normalize native(626) final function Quat QuatNormal(Quat A); //get angle about quad vector axis native(627) final function float QuatGetAngle(Quat A); //get unit vector along rot. native(628) final function vector QuatGetAxis(Quat A); //rotate A by B native(629) final function Quat QuatRotate(Quat A, Quat B); //rotate vector B by Quat A native(630) final function Vector QuatVRotate(Quat A, Vector B); // No-frills spherical interpolation. Assumes aligned quaternions, and the output is not normalized. native(631) final function Quat QuatSlerp( Quat A, Quat B, float C ); // Takes a vector representing an axis and an angle in radians. // Returns the quaternion representing a rotation of Theta about the axis. native(632) final function Quat QuatFromAxisAndAngle(Vector Axis, float Angle); // Error measure (angle) between two quaternions, ranged [0..1] native(633) final function float QuatError(Quat A, Quat B); // Ensure quat1 points to same side of the hypersphere as quat2 native(634) final function Quat AlignQuatWith(Quat A, Quat B); // Ceil native(635) static final function int Ceil( float f ); // Give all linkers (almost) full information. // PackageName = the name of the package (i.e: Engine) // FileName = the filename of the package (i.e: ..\System\Engine.u) // GUID = an 16 characters GUID identifier of the package. // NmCount = name count of this package. // ImpCount = import count of this package. // ExpCount = export count of this package. // FileSize = file size of this package (in bytes). native(636) static final iterator function AllLinkers( out name PackageName, out string FileName, out string GUID, out int NmCount, out int ImpCount, out int ExpCount, out int FileSize ); // Return the default object from some desired class (in other words Class'SomeClass'.Default.SomeVar) // Note: this object should be threated carefully as it may easly give some unexpected results. native(637) static final function Object GetDefaultObject( Class<Object> ObjClass ); // Split a string into two parts with Divider as the cut-off point. // Returns true when the string was divided. native(638) static final function bool Divide( coerce string Src, string Divider, out string LeftPart, out string RightPart ); // Returns a string from between Left and Right Divider: // if bAdvanced is false: // Src = string1(string2)string3 // LeftDivide = ( // RightDivider = ) // result MidString = string2 // if bAdvanced is true it takes occurance of LeftDivider into account: // Src = string1(string2(string3)string4)string5 // LeftDivide = ( // RightDivider = ) // result MidString = string2(string3)string4 native(639) static final function bool ExtractString(string Src, string LeftDivider, string RightDivider, out string MidString, optional bool bAdvanced); /* Get the size of a dynamic array element (returns -1 if parameter is bad), example: var array<int> GlobalArr; function ExampleFunction() { local array<int> IntArr; GetArraySize(ArrayProperty'MyClass.ExampleFunction.IntArr'); GetArraySize(ArrayProperty'MyClass.GlobalArr'); }*/ native(640) static final function int Array_Size( out array<template> Ar, optional int SetSize ); // Insert space into a dynamic array, returns false if bad parameters (or array is const or private and inaccessable) native(641) static final function bool Array_Insert( out array<template> Ar, int Offset, optional int Count ); // Remove space from a dynamic array, returns false if fails. native(642) static final function bool Array_Remove( out array<template> Ar, int Offset, optional int Count ); //Returns how long the app has been running. Subtract in the same function to use for execution time Native(643) Final Function float AppSeconds(); //============================================================================= // Engine notification functions. // // Called immediately when entering a state, while within // the GotoState call that caused the state change. // event BeginState(); // // Called immediately before going out of the current state, // while within the GotoState call that caused the state change. // event EndState(); defaultproperties { } |
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