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Gameplay.ACTION_FadeView


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class ACTION_FadeView extends LatentScriptedAction;

var(Action) float FadeTime;
var(Action) vector TargetFlash;

function bool InitActionFor(ScriptedController C)
{

    return true;    
}

function string GetActionString()
{
    return ActionString@FadeTime;
}


function bool TickedAction()
{
    return true;
}

function bool StillTicking(ScriptedController C, float DeltaTime)
{
    local bool bXDone,bYDone,bZDone;
    local vector V;

    V = C.GetInstigator().PhysicsVolume.ViewFlash - (C.Instigator.PhysicsVolume.Default.ViewFlash - TargetFlash) * (DeltaTime/FadeTime);

    if( V.X < TargetFlash.X ) { V.X = TargetFlash.X; bXDone = True; }
    if( V.Y < TargetFlash.Y ) { V.Y = TargetFlash.Y; bYDone = True; }
    if( V.Z < TargetFlash.Z ) { V.Z = TargetFlash.Z; bZDone = True; }

    C.GetInstigator().PhysicsVolume.ViewFlash = V;

    if(bXDone && bYDone && bZDone)
        return false;
    return true;
}

defaultproperties
{
     FadeTime=5.000000
     TargetFlash=(X=-2.000000,Y=-2.000000,Z=-2.000000)
     ActionString="fade view"
}

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Class file time: Fr 30.3.2007 08:43:38.000 - Creation time: Mo 16.4.2007 11:20:43.875 - Created with UnCodeX