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Function Summary |
simulated |
AddRndCubeSprExclude(Vector Min, Vector Max)
// Add an excluded region. This function add a cubic region where is effect isn't visible.
// Notes : only one excluded region should be visible at a time.
// excluded region are rounded to coordinates multiple of 512.
// don't use too many excluded regions (less than 10 would be good).
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bool |
ChangeRndCubeSprProp(float Proportion, float FadeSpeed, float NbrSprFadePerLoop)
// Set the proportion of used sprite.
// The proportion is changed smoothly. SpeedChg (0 to 1) define the fade speed.
// NbrSprFadePerLoop give the number of sprite that begin to fade each call. NbrSprFadePerLoop can be floating and lower than 1.
// The function return true is the wanted proportion is reached.
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void |
DecAlerte() |
void |
DecAttaque() |
void |
DecAttente() |
void |
DecalScreen(int _Axis, int _value)
// Move the viewport on the screen
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string |
GetAddressURL()
//
// Return the URL of this level, which may possibly
// exist on a remote machine.
//
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string |
GetLocalURL()
//
// Return the URL of this level on the local machine.
//
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int |
GetPlateForme()
// Get the plate forme number. (0=PC, 1=PS2, 2=XBox, 3=Cube)
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void |
IncAlerte() |
void |
IncAttaque() |
void |
IncAttente()
//Audio
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simulated |
InitRndCubeSpr(Texture Texture, int MaxNbrSpr, float PropSprUsed, float Distance)
// Initialise the random cube sprite effect. Erase all excluded region.
// MaxNbrSpr define the maximum number of sprite per cube.
// PropSprUsed define the proportion sprite initialy used. 1 = MaxNbrSpr sprites are used. 0 = no sprite are used.
// Distance define the distance up to the cubes are visible.
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void |
Reset()
/* Reset()
reset actor to initial state - used when restarting level without reloading.
*/ |
simulated |
SetBlurEffect(bool NewState)
// Set the blur effect.
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simulated |
SetInjuredEffect(bool NewState, float Delay)
// Set the Injured effect.
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void |
SetOnlyPostRender(bool flag)
// Set if we should only postrender the main viewport
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simulated |
SetPoisonEffect(bool NewState, float Delay, optional float, optional color)
// Set the poison effect.
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simulated |
SetRndCubeSprSize(float NewSpriteSize, optional float, optional bool)
// Set the new sprite size. Default value = 5.0f.
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simulated |
SetRndCubeSprSpeed(Vector Speed, float RandomSpeed, float RandomAcc)
// Set the sprite speed in unit per second.
// RandomSpeed set the intensity of the additionnal random speed. 0 = no random speed.
// RandomAcc set the random acceleration factor. 1 = normal.
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simulated |
SetRndCubeSprState(bool Activate)
// Activate of deactivate the effect.
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simulated |
SetSharpEffect(bool NewState)
// Set the sharp effect.
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void |
SetViewport(int x, int y, int width, int height)
// Set the Viewport.
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void |
ThisIsNeverExecuted()
//
// ensure the DefaultPhysicsVolume class is loaded.
//
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