I don't need to test my programs. I have an error-correcting modem.

Unreal Wiki:Sandbox

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Revision as of 16:17, 18 February 2012 by Evolution (Talk | contribs)

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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')
  )}
}