unrealwiki:Sandbox: Difference between revisions
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
<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... <uscript> 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') )}
} </uscript>