My program doesn't have bugs. It just develops random features.
Difference between revisions of "Unreal Wiki:Sandbox"
From Unreal Wiki, The Unreal Engine Documentation Site
(testing legacy link stuff) |
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[[Project:Sandbox]] | [[Project:Sandbox]] | ||
+ | <uscript> | ||
+ | /** Override BeginFire so that it will enter the firing state right away. */ | ||
+ | simulated function BeginFire(byte FireModeNum) | ||
+ | { | ||
+ | |||
+ | // verify that our owning pawn isn't busy before calling Super.BeginFire(), which is where PendingFire is set | ||
+ | if ( !IsFiringAllowed(FireModeNum) ) | ||
+ | { | ||
+ | return; | ||
+ | } | ||
+ | //`log(`location @ `showvar(IsTimerActive(nameof(DelayedFire)),DelayedFire Active)); | ||
+ | |||
+ | Super.BeginFire(FireModeNum); | ||
+ | |||
+ | } | ||
+ | </uscript> | ||
Testing UScript highlighter... | Testing UScript highlighter... |
Revision as of 16:17, 18 February 2012
Do not edit the area above the separator line, please.
Legacy:Actor Actor UE3:Actor (UT3) Project:Sandbox
/** Override BeginFire so that it will enter the firing state right away. */ simulated function BeginFire(byte FireModeNum) { // verify that our owning pawn isn't busy before calling Super.BeginFire(), which is where PendingFire is set if ( !IsFiringAllowed(FireModeNum) ) { return; } //`log(`location @ `showvar(IsTimerActive(nameof(DelayedFire)),DelayedFire Active)); Super.BeginFire(FireModeNum); }
Testing UScript highlighter...
class X extends Y within Z implements(I) nottransient; `include(SomeFile.uci) var(Group) interp struct Type { var() bool bCorrect; var array<class<Actor> > ActorClasses; } VarName; reliable client function CheckType(optional class<Actor> ActorClass) { local int i; for (i = 0; i < VarName.ActorClasses.Length; ++i) { if (ActorClass == None || ClassIsChildOf(VarName.ActorClasses[i], ActorClass)) { VarName.ActorClasses[i].static.StaticSaveConfig(); continue; } VarName.ActorClasses.Remove(i--, 1); } VarName.bCorrect = True; } static function byte GetHash(int Value) { switch (Value) { case -1: return 0; case 0xCAFE: return 1 default: return (Value >= 0 && Value < 10) ? class'Hasher'.default.Hash[Value] : (Value & 0xff); } } defaultproperties { VarName.Empty VarName[0] = {( bCorrect = True, ActorClasses.Add(class'ReplicationInfo') )} }