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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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