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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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