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Engine.AnimationNotify


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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Coder: Raven
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Creation date: 19-08-2009, 14:23
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Last revision: 21-11-2011 18:25
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Extended version of previous animation 
// notify code. You can call AnimUpdate to 
// update it from UScript, or NativeAnimUpdate
// from C++ code.
// This time, you can have one class per mesh
// or animation. 
class AnimationNotify extends Object native;

struct sAnimNotify{
	/** Animation name */
	var() name AnimName;
	/** Animation name */
	var() name FunctionName;
	/** Key frame (0 = start) */
	var() int KeyFrame;
	/**
	 * When call notify
	 */
	var() eAnimNotifyEval NotifyEval;
	/** Call event once per animation loop */
	var() bool bCallOncePerLoop;
	/** Another method of finding current frame */
	var() bool bCalculatedFrame;
	/** Already called in this loop */
	var bool bAlreadyCalled;
	/** Num frames in animation */
	var int NumFrames;
	/** Call key frame */
	var float CallKey;
};
var() sAnimNotify AnimationNotify[255];
var() int NumNotifies;
/** Owner */
var Actor Owner;
/** initalized */
var bool bInitialized, bErrorOccured;
/**
 * Called on notify
 *
 * @param	actor which owns this notify
 * @param	delta time
 * @param	number of notify in array
 */
event Notify(Actor Owner, float DeltaTime, int Num);

defaultproperties
{
				AnimationNotify(0)=(AnimName="RunSm",FunctionName="Testing",KeyFrame=4,NotifyEval=ANE_Greater,bCallOncePerLoop=True,bCalculatedFrame=True)
				NumNotifies=1
}

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Class file time: zo 11-11-2012 21:10:26.000 - Creation time: zo 11-11-2012 21:14:17.397 - Created with UnCodeX