Áƒ*ž€ñðYmîÌí=I~Të'A£¯Ì”Uø 7þþ‚þƒþ„þ…þ†þ‡þˆþ‰þŠŒŽ‘’“”•–—˜™š›œžŸ ¡¢£¤0ÃSÙYàYáYâYãYäYåYæYçYèYéYêYëYìYíYîYïYðYñNone!===*-*=+=/=ColorQuatCoordsCore-=MatrixSystemRotator+++Scale RangeVector--/Vector<><=>=InterpCurvePointRange InterpCurve~=>>Plane<<Object GetStateNameDynamicLoadObjectLogMain Commandlet IsInState GotoState LocalizeVSizeWarnNormalQuatFromAxisAndAngleLocaleTimeQuatFindBetweenQuatRotateVector QuatInvert QuatProductInterpCurveGetInputDomainInterpCurveGetOutputRangeInterpCurveEvalSplitDivideAscChrCapsRightLeftMidInStrLenClassIsChildOf@$ClockwiseFrom Normalize FindObjectIsAMinMax SaveConfigCompressedPositionOrthoRotationRotRand SHEER_None SHEER_XY SHEER_XZ SHEER_YXGuid SHEER_ZX SHEER_ZY GetUnAxesGetAxesCAMORIENT_NoneCAMORIENT_LookAtActorCAMORIENT_FacePathCAMORIENT_InterpolateEnableMirrorVectorByNormalVRandBoxInvertIntBoxCrossDotRoundCeil FloatBoxBoundingVolumeSmerpStaticSaveConfigLerpFClampFMaxFMinDisableFRandSquareGetPropertyTextSqrtLoge DP_UpperLeftDP_UpperMiddleDP_UpperRightDP_MiddleRightDP_LowerRightDP_LowerMiddle DP_LowerLeftDP_MiddleLeftDP_MiddleMiddleExpAtanTanAcosCosAsin!SinAbs ResetConfigSetPropertyText RandRange%&&**^^Clamp||Rand StopWatch ShowBanner IsOnConsole| IsSoaking^ AllObjects& LogToStdoutGetEnum IsServer EndState BeginStateCreated~>>> IsClientCAMORIENT_Dolly IsEditor Subsystem LazyLoad SHEER_YZ Add_IntIntSubtract_IntIntLessLess_IntIntDivide_IntIntGreaterGreater_IntIntMultiply_IntIntGreaterGreaterGreater_IntIntSubtract_PreInt Less_IntIntComplement_PreIntGreater_IntIntSubtractSubtract_ByteLessEqual_IntInt AddAdd_ByteGreaterEqual_IntIntSubtractSubtract_PreByteEqualEqual_IntIntNotEqual_IntInt And_IntIntAddAdd_PreByte Xor_IntIntSubtractEqual_ByteByte Or_IntIntAddEqual_ByteByteMultiplyEqual_IntFloatDivideEqual_IntFloatDivideEqual_ByteByteSubtractEqual_IntIntAddAdd_PreIntSubtractSubtract_PreInt AddAdd_IntSubtractSubtract_IntMultiplyEqual_ByteByteOrOr_BoolBoolVSubtract_PreFloatMultiplyMultiply_FloatFloatXorXor_BoolBoolMultiply_FloatFloatDivide_FloatFloatPercent_FloatFloatAndAnd_BoolBoolAdd_FloatFloatSubtract_FloatFloatLess_FloatFloatGreater_FloatFloatLessEqual_FloatFloatGreaterEqual_FloatFloatEqualEqual_FloatFloatComplementEqual_FloatFloatNotEqual_BoolBoolNotEqual_FloatFloatMultiplyEqual_FloatFloatDivideEqual_FloatFloatAddEqual_FloatFloatSubtractEqual_FloatFloatEqualEqual_BoolBool ReturnValue Not_PreBoolPiMaxInt Velocity Rotation Location EDrawPivotPointsOutValInValWPlaneZPlaneYPlaneXPlaneAlpha bClampRangeSphereY2X2Subtract_PreVectorMultiply_VectorFloatMultiply_FloatVectorMultiply_VectorVectorDivide_VectorFloatAdd_VectorVectorSubtract_VectorVectorLessLess_VectorRotatorGreaterGreater_VectorRotatorEqualEqual_VectorVectorNotEqual_VectorVectorDot_VectorVectorY1Cross_VectorVectorX1MultiplyEqual_VectorFloatMultiplyEqual_VectorVectorDivideEqual_VectorFloatAddEqual_VectorVectorSubtractEqual_VectorVectorIsValidRGEqualEqual_RotatorRotatorNotEqual_RotatorRotatorMultiply_RotatorFloatMultiply_FloatRotatorDivide_RotatorFloatMultiplyEqual_RotatorFloatDivideEqual_RotatorFloatAdd_RotatorRotatorSubtract_RotatorRotatorAddEqual_RotatorRotatorSubtractEqual_RotatorRotatorECamOrientation SheerAxis ESheerAxisbRoll SheerRateZAxisClockwiseFrom_IntIntYAxisConcat_StrStrXAxis At_StrStrOrigin Less_StrStrGreater_StrStrLessEqual_StrStrGreaterEqual_StrStrEqualEqual_StrStrNotEqual_StrStrComplementEqual_StrStrWSZtYijXDCBARF_NotForEditSrcDivider LeftPartNoneRF_NotForServerPartsEqualEqual_ObjectObjectNotEqual_ObjectObjectEqualEqual_NameNameNotEqual_NameNameRF_NotForClientcurveRF_Standalone RF_Transient RF_PublicRF_Transactional ObjectFlagsObjectInternal ScriptTextAxisAngle ClassNameYaw SectionNameKeyName PackageNameRoll NewStateLabelPitch TestStateTagOuter TestClass ParentClassClassPackage ProbeFuncInputConst PropNameRot PropValueVectE TextBuffer ObjectName ObjectClassMayFailEnum FunctionStructName StrPropertyStructPropertybStopArrayPropertyClassProperty NameProperty baseClassobj ExecVtblHelpCmd HelpOneLiner HelpUsage HelpWebLink HelpParm HelpDescObjectPropertyFloatProperty BoolProperty IntProperty BytePropertyShowErrorCountAddEqual_IntIntParmsNoneNoneNoneNoneNoneNoneNoneNoneNoneNonePointerPropertyNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneStaticClearConfigGetPerObjectNamesAXIS_Y DM_SuperHighAXIS_XDM_LowQuatFromRotatorQuatToRotator$=DM_High QuatSlerpLocs@=AXIS_Z ClearConfigEvalRepl ConditionConcatEqual_StrStrbCaseSensitiveSubtractEqual_StrStrEAxisSlerpWithAtEqual_StrStrMatchResultIfFalse ResultIfTrueININame EDetailModeNone ReplaceTextPlatformIsMacOSPlatformIsUnixPlatformIsWindowsPlatformIs64BitStrCmp GetItemNameGetReferencersEatStrTarget Referencers MaxResults FullNameposCountTextReplace RightPartDestSourceNumNone TMultiMapFArray_ArrayNumFArray_ArrayMaxTMapBase_HashCountTMapBase_Hash FArray_DataNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNoneNonepx p ph _ P "ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ@E ppc X pk pWG pR p€pp€@ppV pp €pŒp €@ppQ €pp €ppM €@pp€@ppI €@pp€pp€ppB €pp €pŒp€pŒpy €ppppZ €pŒps €@pp€@ppa €pp€@pp€@pppppp€@pp+€pŒpi €pp#€ppe €pp%€ppa €pp'€pp] €ppZ €pp€pp*€pp€pp-€pp.€@pppp€pp1€pp2€@ppN €pp4€@ppJ €pp6€ppF €pp8€ppE OPQReTUpB €pp;€pp~ €pp=€ppz €@py p?€@pp@€@pp} s _pB €@ppD€@ppE€@ppn €@ppk €pph €@ppe €ppJ€@ppa €ppL€@pp] ppN€ppO€@ppX €@ppQ€@ppT €@ppQ €@ppT€@ppM €@ppV K pV€@ppI €@pp@€ppY€@ppE €@pp\€@ppA 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Gç$p@ p@pj ,¥ B) Gè$pl @pm *¦C))) G$pn @pppq pp€@ppo 0)©uC )0) Gqpr ppu ppt (ª³C) Gp} v Sp€ppw { #«äC Gp€ppz B®QD )) G$p~ 0x00400000pA 0x00200000p€pp| H¯‰D) G/pD 0x00100000p€pp@ \²ÕD) GupF 0x00080000pC n³ E) GvpH 0x00004000pE q¶`E) GpK 0x00000004p€@ppG G·´E )) Gp@ 0x00000001ppŒp€ppJ Y¸úE )) G$pL ‚"pO pp€ppN $¹qF) ) ) G$pP ppC2//============================================================================= /// Time-management class. /// Not yet implemented. /// This is a built-in Unreal class and it shouldn't be modified. /// /// Coordinated Universal Time or UCT is the world standard time /// representation which is independent of time zone and daylight /// savings time. The UCT standard supercedes the obsolete Grenwich /// Mean Time (GMT). /// /// UCT is technically the time on the zeroth meridian plus 12 hours. /// For example, to convert UCT to EST (Eastern Standard Time), subtract /// 5 hours from UCT and then (??if dst). /// /// By definition, UCT experiences a discontinuity when a leap second /// is reached. However, this discontinuity is never exposed while Unreal is /// running, as UCT is determined at startup time, and UCT is updated /// continuously during gameplay according to the CPU clock. /// /// Unreal time is exposed as a long (a 64-bit signed quantity) and /// is defined as nanoseconds elapsed since /// midnight (00:00:00), January 1, 1970. /// /// For more information about UCT and time, see /// http://www.bldrdoc.gov/timefreq/faq/faq.htm /// http://www.boulder.nist.gov/timefreq/glossary.htm /// http://www.jat.org/jtt/datetime.html /// http://www.eunet.pt/ano2000/gen_8601.htm //============================================================================= class Time extends Object transient; /* /// Returns current globally-consistent Coordinated Universal Time. static final function long GetGlobalTime(); /// Converts global time to local time, taking into account the /// local timezone and daylight savings time. static final function long GlobalToLocal(); /// Converts local time to global time, taking into account the /// local timezone and daylight savings time. static final function long LocalToGlobal(); /// Return nanoseconds part of Time, 0-999. static final invariant function long GetNSecs( long Time ); /// Returns microseconds part of Time, 0-999. static final invariant function long GetUSecs( long Time ); /// Returns milliseconds part of Time, 0-999. static final invariant function long GetMSecs( long Time ); /// Returns seconds part of Time, 0-59. static final invariant function long GetSeconds( long Time ); /// Returns minutes part of Time, 0-59. static final invariant function long GetMinutes( long Time ); /// Returns hours part of Time, 0-23. static final invariant function long GetHours( long Time ); /// Returns days part of Time, 0 (first day of month)-31 (or last day, depends on month) static final invariant function long GetDays( long Time ); /// Return day of week, 0 (Sunday)-6 (Saturday) static final invariant function long DayOfWeek( long Time ); /// Return months part of Time, 0 (January) - 11 (December) static final invariant function long GetMonths( long Time ); /// Return year. static final invariant function long GetYears( long Time ); /// Convert the difference between times Later and Earlier to /// a floating point value expressed in seconds. static final invariant function float SpanSeconds( long Later, long Earlier ); */ p€ppR GºÊF ) ) G$U 0ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿX <(|@E pp\ //============================================================================= // Subsystem: The base class all subsystems. Subsystems usually // correspond to large C++ classes. The benefit of defining a C++ class as // a subsystem is that you can make some of its variables script-accessible, // and you can make some of its properties automatically saveable as part // of the configuration. // // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Subsystem extends Object native noexport; // Internal. var private native const pointer ExecVtbl; p€ppW K½ G Gph i¿ŠG G$p\ C FÀÑG)C G$pm HÇWI®«¯Ã GphÍ//============================================================================= // Object: The base class all objects. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Object native noexport; //============================================================================= // UObject variables. // Internal variables. var native private const pointer ObjectInternal[7]; var native const object Outer; var native const int ObjectFlags; var(Object) native const editconst noexport name Name; var native const editconst class Class; //============================================================================= // Unreal base structures. // Object flags. const RF_Transactional = 0x00000001; // Supports editor undo/redo. const RF_Public = 0x00000004; // Can be referenced by external package files. const RF_Transient = 0x00004000; // Can't be saved or loaded. const RF_Standalone = 0x00080000; // Keep object around for editing even if unreferenced. const RF_NotForClient = 0x00100000; // Don't load for game client. const RF_NotForServer = 0x00200000; // Don't load for game server. const RF_NotForEdit = 0x00400000; // Don't load for editor. // A globally unique identifier. struct Guid { var int A, B, C, D; }; // A point or direction vector in 3d space. struct Vector { var() config float X, Y, Z; }; // A plane definition in 3d space. struct Plane extends Vector { var() config float W; }; // An orthogonal rotation in 3d space. struct Rotator { var() config int Pitch, Yaw, Roll; }; // An arbitrary coordinate system in 3d space. struct Coords { var() config vector Origin, XAxis, YAxis, ZAxis; }; // Quaternion struct Quat { var() config float X, Y, Z, W; }; // Used to generate random values between Min and Max struct Range { var() config float Min; var() config float Max; }; // Vector of Ranges struct RangeVector { var() config range X; var() config range Y; var() config range Z; }; // A scale and sheering. struct Scale { var() config vector Scale; var() config float SheerRate; var() config enum ESheerAxis { SHEER_None, SHEER_XY, SHEER_XZ, SHEER_YX, SHEER_YZ, SHEER_ZX, SHEER_ZY, } SheerAxis; }; // Camera orientations for Matinee enum ECamOrientation { CAMORIENT_None, CAMORIENT_LookAtActor, CAMORIENT_FacePath, CAMORIENT_Interpolate, CAMORIENT_Dolly, }; // Generic axis enum. enum EAxis { AXIS_X, AXIS_Y, AXIS_Z }; // A color. struct Color { var() config byte B, G, R, A; }; // A bounding box. struct Box { var vector Min, Max; var byte IsValid; }; // gam --- struct IntBox { var int X1, Y1, X2, Y2; }; struct FloatBox { var float X1, Y1, X2, Y2; }; // --- gam // A bounding box sphere together. struct BoundingVolume extends Box { var plane Sphere; }; // a 4x4 matrix struct Matrix { var() Plane XPlane; var() Plane YPlane; var() Plane ZPlane; var() Plane WPlane; }; // A interpolated function struct InterpCurvePoint { var() float InVal; var() float OutVal; }; struct InterpCurve { var() array Points; }; // gam --- Forgive me :( enum EDrawPivot { DP_UpperLeft, DP_UpperMiddle, DP_UpperRight, DP_MiddleRight, DP_LowerRight, DP_LowerMiddle, DP_LowerLeft, DP_MiddleLeft, DP_MiddleMiddle, }; // Detail mode enum. enum EDetailMode { DM_Low, DM_High, DM_SuperHigh }; struct CompressedPosition { var vector Location; var rotator Rotation; var vector Velocity; }; // This is just a placeholder for native classes! // Don't ever touch this directly in unrealscript! --ryan. struct TMultiMap { var pointer FArray_Data; var int FArray_ArrayNum; var int FArray_ArrayMax; var pointer TMapBase_Hash; var int TMapBase_HashCount; }; // --- gam //============================================================================= // Constants. const MaxInt = 0x7fffffff; const Pi = 3.1415926535897932; //============================================================================= // Basic native operators and functions. // Bool operators. native(129) static final preoperator bool ! ( bool A ); native(242) static final operator(24) bool == ( bool A, bool B ); native(243) static final operator(26) bool != ( bool A, bool B ); native(130) static final operator(30) bool && ( bool A, skip bool B ); native(131) static final operator(30) bool ^^ ( bool A, bool B ); native(132) static final operator(32) bool || ( bool A, skip bool B ); // Byte operators. native(133) static final operator(34) byte *= ( out byte A, byte B ); native(134) static final operator(34) byte /= ( out byte A, byte B ); native(135) static final operator(34) byte += ( out byte A, byte B ); native(136) static final operator(34) byte -= ( out byte A, byte B ); native(137) static final preoperator byte ++ ( out byte A ); native(138) static final preoperator byte -- ( out byte A ); native(139) static final postoperator byte ++ ( out byte A ); native(140) static final postoperator byte -- ( out byte A ); // Integer operators. native(141) static final preoperator int ~ ( int A ); native(143) static final preoperator int - ( int A ); native(144) static final operator(16) int * ( int A, int B ); native(145) static final operator(16) int / ( int A, int B ); native(146) static final operator(20) int + ( int A, int B ); native(147) static final operator(20) int - ( int A, int B ); native(148) static final operator(22) int << ( int A, int B ); native(149) static final operator(22) int >> ( int A, int B ); native(196) static final operator(22) int >>>( int A, int B ); native(150) static final operator(24) bool < ( int A, int B ); native(151) static final operator(24) bool > ( int A, int B ); native(152) static final operator(24) bool <= ( int A, int B ); native(153) static final operator(24) bool >= ( int A, int B ); native(154) static final operator(24) bool == ( int A, int B ); native(155) static final operator(26) bool != ( int A, int B ); native(156) static final operator(28) int & ( int A, int B ); native(157) static final operator(28) int ^ ( int A, int B ); native(158) static final operator(28) int | ( int A, int B ); native(159) static final operator(34) int *= ( out int A, float B ); native(160) static final operator(34) int /= ( out int A, float B ); native(161) static final operator(34) int += ( out int A, int B ); native(162) static final operator(34) int -= ( out int A, int B ); native(163) static final preoperator int ++ ( out int A ); native(164) static final preoperator int -- ( out int A ); native(165) static final postoperator int ++ ( out int A ); native(166) static final postoperator int -- ( out int A ); // Integer functions. native(167) static final Function int Rand ( int Max ); native(249) static final function int Min ( int A, int B ); native(250) static final function int Max ( int A, int B ); native(251) static final function int Clamp ( int V, int A, int B ); // Float operators. native(169) static final preoperator float - ( float A ); native(170) static final operator(12) float ** ( float A, float B ); native(171) static final operator(16) float * ( float A, float B ); native(172) static final operator(16) float / ( float A, float B ); native(173) static final operator(18) float % ( float A, float B ); native(174) static final operator(20) float + ( float A, float B ); native(175) static final operator(20) float - ( float A, float B ); native(176) static final operator(24) bool < ( float A, float B ); native(177) static final operator(24) bool > ( float A, float B ); native(178) static final operator(24) bool <= ( float A, float B ); native(179) static final operator(24) bool >= ( float A, float B ); native(180) static final operator(24) bool == ( float A, float B ); native(210) static final operator(24) bool ~= ( float A, float B ); native(181) static final operator(26) bool != ( float A, float B ); native(182) static final operator(34) float *= ( out float A, float B ); native(183) static final operator(34) float /= ( out float A, float B ); native(184) static final operator(34) float += ( out float A, float B ); native(185) static final operator(34) float -= ( out float A, float B ); // Float functions. native(186) static final function float Abs ( float A ); native(187) static final function float Sin ( float A ); native static final function float Asin ( float A ); native(188) static final function float Cos ( float A ); native static final function float Acos ( float A ); native(189) static final function float Tan ( float A ); native(190) static final function float Atan ( float A, float B ); native(191) static final function float Exp ( float A ); native(192) static final function float Loge ( float A ); native(193) static final function float Sqrt ( float A ); native(194) static final function float Square( float A ); native(195) static final function float FRand (); native(244) static final function float FMin ( float A, float B ); native(245) static final function float FMax ( float A, float B ); native(246) static final function float FClamp( float V, float A, float B ); native(247) static final function float Lerp ( float Alpha, float A, float B, optional bool bClampRange ); native(248) static final function float Smerp ( float Alpha, float A, float B ); // gam --- native(253) static final function float Ceil ( float A ); native(257) static final function float Round ( float A ); // --- gam // Vector operators. native(211) static final preoperator vector - ( vector A ); native(212) static final operator(16) vector * ( vector A, float B ); native(213) static final operator(16) vector * ( float A, vector B ); native(296) static final operator(16) vector * ( vector A, vector B ); native(214) static final operator(16) vector / ( vector A, float B ); native(215) static final operator(20) vector + ( vector A, vector B ); native(216) static final operator(20) vector - ( vector A, vector B ); native(275) static final operator(22) vector << ( vector A, rotator B ); native(276) static final operator(22) vector >> ( vector A, rotator B ); native(217) static final operator(24) bool == ( vector A, vector B ); native(218) static final operator(26) bool != ( vector A, vector B ); native(219) static final operator(16) float Dot ( vector A, vector B ); native(220) static final operator(16) vector Cross ( vector A, vector B ); native(221) static final operator(34) vector *= ( out vector A, float B ); native(297) static final operator(34) vector *= ( out vector A, vector B ); native(222) static final operator(34) vector /= ( out vector A, float B ); native(223) static final operator(34) vector += ( out vector A, vector B ); native(224) static final operator(34) vector -= ( out vector A, vector B ); // Vector functions. native(225) static final function float VSize ( vector A ); native(226) static final function vector Normal ( vector A ); native(227) static final function Invert ( out vector X, out vector Y, out vector Z ); native(252) static final function vector VRand ( ); native(300) static final function vector MirrorVectorByNormal( vector Vect, vector Normal ); // Rotator operators and functions. native(142) static final operator(24) bool == ( rotator A, rotator B ); native(203) static final operator(26) bool != ( rotator A, rotator B ); native(287) static final operator(16) rotator * ( rotator A, float B ); native(288) static final operator(16) rotator * ( float A, rotator B ); native(289) static final operator(16) rotator / ( rotator A, float B ); native(290) static final operator(34) rotator *= ( out rotator A, float B ); native(291) static final operator(34) rotator /= ( out rotator A, float B ); native(316) static final operator(20) rotator + ( rotator A, rotator B ); native(317) static final operator(20) rotator - ( rotator A, rotator B ); native(318) static final operator(34) rotator += ( out rotator A, rotator B ); native(319) static final operator(34) rotator -= ( out rotator A, rotator B ); native(229) static final function GetAxes ( rotator A, out vector X, out vector Y, out vector Z ); native(230) static final function GetUnAxes ( rotator A, out vector X, out vector Y, out vector Z ); native(320) static final function rotator RotRand ( optional bool bRoll ); native static final function rotator OrthoRotation( vector X, vector Y, vector Z ); native static final function rotator Normalize( rotator Rot ); native static final operator(24) bool ClockwiseFrom( int A, int B ); // String operators. native(112) static final operator(40) string $ ( coerce string A, coerce string B ); native(168) static final operator(40) string @ ( coerce string A, coerce string B ); native(115) static final operator(24) bool < ( string A, string B ); native(116) static final operator(24) bool > ( string A, string B ); native(120) static final operator(24) bool <= ( string A, string B ); native(121) static final operator(24) bool >= ( string A, string B ); native(122) static final operator(24) bool == ( string A, string B ); native(123) static final operator(26) bool != ( string A, string B ); native(124) static final operator(24) bool ~= ( string A, string B ); // rjp -- native(322) static final operator(44) string $= ( out string A, coerce string B ); native(323) static final operator(44) string @= ( out string A, coerce string B ); native(324) static final operator(45) string -= ( out string A, coerce string B ); // -- rjp // String functions. native(125) static final function int Len ( coerce string S ); native(126) static final function int InStr ( coerce string S, coerce string t ); native(127) static final function string Mid ( coerce string S, int i, optional int j ); native(128) static final function string Left ( coerce string S, int i ); native(234) static final function string Right ( coerce string S, int i ); native(235) static final function string Caps ( coerce string S ); native(236) static final function string Chr ( int i ); native(237) static final function int Asc ( string S ); native(238) static final function string Locs ( coerce string S); // -- rjp native(239) static final function bool Divide ( coerce string Src, string Divider, out string LeftPart, out string RightPart); native(240) static final function int Split ( coerce string Src, string Divider, out array Parts ); // rjp -- native(200) static final function int StrCmp ( coerce string S, coerce string T, optional int Count, optional bool bCaseSensitive ); native(201) static final function string Repl ( coerce string Src, coerce string Match, coerce string With, optional bool bCaseSensitive ); native(202) static final function string Eval ( bool Condition, coerce string ResultIfTrue, coerce string ResultIfFalse ); // -- rjp // Object operators. native(114) static final operator(24) bool == ( Object A, Object B ); native(119) static final operator(26) bool != ( Object A, Object B ); // Name operators. native(254) static final operator(24) bool == ( name A, name B ); native(255) static final operator(26) bool != ( name A, name B ); // InterpCurve operator native static final function float InterpCurveEval( InterpCurve curve, float input ); native static final function InterpCurveGetOutputRange( InterpCurve curve, out float min, out float max ); native static final function InterpCurveGetInputDomain( InterpCurve curve, out float min, out float max ); // Quaternion functions native static final function Quat QuatProduct( Quat A, Quat B ); native static final function Quat QuatInvert( Quat A ); native static final function vector QuatRotateVector( Quat A, vector B ); native static final function Quat QuatFindBetween( Vector A, Vector B ); native static final function Quat QuatFromAxisAndAngle( Vector Axis, Float Angle ); native static final function Quat QuatFromRotator( rotator A ); native static final function rotator QuatToRotator( Quat A ); native static final function Quat QuatSlerp( Quat A, Quat B, float Slerp); //============================================================================= // General functions. // Logging. native(231) final static function Log( coerce string S, optional name Tag ); native(232) final static function Warn( coerce string S ); native static function string Localize( string SectionName, string KeyName, string PackageName ); // Goto state and label. native(113) final function GotoState( optional name NewState, optional name Label ); native(281) final function bool IsInState( name TestState ); native(284) final function name GetStateName(); // Objects. native(258) static final function bool ClassIsChildOf( class TestClass, class ParentClass ); native(303) final function bool IsA( name ClassName ); // Probe messages. native(117) final function Enable( name ProbeFunc ); native(118) final function Disable( name ProbeFunc ); // Properties. native final function string GetPropertyText( string PropName ); native final function bool SetPropertyText( string PropName, string PropValue ); native static final function name GetEnum( object E, coerce int i ); native static final function object DynamicLoadObject( string ObjectName, class ObjectClass, optional bool MayFail ); native static final function object FindObject( string ObjectName, class ObjectClass ); // Configuration. native(536) final function SaveConfig(); native(537) final function ClearConfig( optional string PropName ); // -- rjp native static final function StaticSaveConfig(); native static final function ResetConfig( optional string PropName ); // -- rjp native static final function StaticClearConfig( optional string PropName ); // -- rjp native static final function array GetPerObjectNames( string ININame, optional string ObjectClass, optional int MaxResults /*1024 if unspecified*/ ); //no extension // Return a random number within the given range. final function float RandRange( float Min, float Max ) { return Min + (Max - Min) * FRand(); } native(535) static final function StopWatch(optional bool bStop); //amb: for script timing native final function bool IsOnConsole(); // for console specific stuff native final function bool IsSoaking(); // These report basic truths about the target OS. You should only use them for // basic things (MacOS? Don't report Direct3D support, etc). MacOSX is a Unix // of sorts, but does not report PlatformIsUnix()==true. PlatformIsWindows() // is for Win32 and Win64. PlatformIs64Bit() may be true in conjunction with // any other platform function if the binary is 64-bit native (not 32-bit on // a 64-bit platform). --ryan. native final function bool PlatformIsMacOS(); // MacOS X. native final function bool PlatformIsUnix(); // Linux, FreeBSD, etc (NOT OSX!) native final function bool PlatformIsWindows(); // Win32, Win64. native final function bool PlatformIs64Bit(); // Linux64, Win64. //============================================================================= // Engine notification functions. // // Called immediately when entering a state, while within // the GotoState call that caused the state change. // event BeginState(); // // Called immediately before going out of the current state, // while within the GotoState call that caused the state change. // event EndState(); event Created(); //amb: notifiction for object based classes only (not actors) native(197) final iterator function AllObjects(class baseClass, out Object obj); //amb native final function GetReferencers( Object Target, out array Referencers ); // Returns the string representation of the name of an object without the package // prefixes. // simulated static function String GetItemName( string FullName ) { local int pos; pos = InStr(FullName, "."); While ( pos != -1 ) { FullName = Mid(FullName,pos+1); pos = InStr(FullName, "."); } return FullName; } simulated static final function ReplaceText(out string Text, string Replace, string With) { local int i; local string Input; if ( Text == "" || Replace == "" ) return; Input = Text; Text = ""; i = InStr(Input, Replace); while(i != -1) { Text = Text $ Left(Input, i) $ With; Input = Mid(Input, i + Len(Replace)); i = InStr(Input, Replace); } Text = Text $ Input; } // Moves Num elements from Source to Dest static final function EatStr(out string Dest, out string Source, int Num) { Dest = Dest $ Left(Source, Num); Source = Mid(Source, Num); } ptf//============================================================================= /// Locale: Locale management class. /// Not yet implemented. /// This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Locale extends Object transient; /* // // Information about this locale. // //!!System.GetLocale( language, variant, local ) ///@reference: !!look at java getISO3Language for std 3-char language abbreviations var const string ISO3Language; var const localized string DisplayLanguage; // // Locale language support. // /// Returns the currently active language's ISO 3 language code. native function string GetLanguage(); /// Returns the localized, human-readable display name of the ISO 3 language code Language. native function string GetDisplayLanguage( string Language ); /// Set the current ISO 3 language. Causes all class' and objects' localized variables to be reloaded. native function bool SetLanguage( string NewLanguage ); // // Locale string processing. // /// Convert to locale-specific uppercase. function string ToUpper( string S ); /// Convert to locale-specific lowercase. function string ToLower( string S ); /// Compare two strings using locale-specific sorting. function int Compare( string A, string B ); // // Locale number and currency handling. // /// Leading and trailing percentage symbols. var const localized string PrePercent, PostPercent; /// Leading and trailing currency symbols. var const localized string PreCurrencySymbol, PostCurrencySymbol; /// Percentage scale, i.e. 100 for 100%. var const localized int PercentScaler; /// Number of digits between "thousands" delimitor. var const localized int ThousandsCount, ThousandsCountCurrency; /// Positive and negative currency indicators. var const localized string PrePositiveCurrency, PostPositiveCurrency, PreNegativeCurrency, PostNegativeCurrency; // Thousands delimitor. var const localized string ThousandsDelimitor, ThousandsDelimitorCurrency; // Decimal point. var const localized string Decimal, DecimalCurrency; // Decimal count. var const localized int DecimalCount; /// Convert a float number to a string using the locale's formatting instructions. function string NumberToString( float Number ); /// Convert a float number to a currency string using the locale's formatting instructions. function string CurrencyToString( float Currency ); /// Convert a fraction from 0.0-1.0 to a percentage string. function string PercentToString( float Fraction ) { return PrePercent $ int(Fraction * PercentScaler) $ PostPercent; } // // Locale date and time support. // /// Human readable names of months. var const localized string Months[12]; /// Human readable names of days-of-week. var const localized string DaysOfWeek[7]; /// Human-readable AM/PM. var const localized string AMPM[2]; /// Whether to display AM/PM, otherwise uses 24-hour notation. var const localized ShowAMPM; /// List of TimeToMap fields which should be exposed for editing in this locale. var const localized array EditableTimeFields; /// Format string for generating human-readable time in AM/PM and 24-hour formats; /// may be ignored by Locale subclasses who display times using a different calendar, /// for example Chinese. var const localized string TimeFormatAMPM, TimeFormat24Hour, BriefTimeFormatAMPM, BriefTimeFormat24Hour, CountdownTimeFormat; /// Format string for generating human-readable dates. var const localized string DateFormat; /// Return a map containing time parameters suitable for formatting. function map DateTimeToMap( long T ) { local map M; M.Set("Year", Time.GetYear(T)); M.Set("Month", Time.GetMonth(T)); M.Set("MonthName", Months(Time.GetMonth(T))); M.Set("Day", Time.GetDay(T)); M.Set("DayName", DaysOfWeek(Time.GetDay(T))); M.Set("Hour24", Time.GetHour(T)); M.Set("Hour12", Time.GetHour(T)%12); M.Set("AMPM", AMPM(Time.GetHour(T)/12); M.Set("Minute", Time.GetMinute(T)); M.Set("Second", Time.GetSecond(T)); M.Set("MSec", Time.GetMSec(T)); M.Set("USec", Time.GetUSec(T)); M.Set("NSec", Time.GetNSec(T)); return M; } /// Convert a map of TimeToMap key-values to a time; returns true if successful. function bool MapToDateTime( map Map, out long T ) { //!! } /// Converts the time to a human-readable string, depending on the current locale. function string TimeToString( long T, bool Brief, bool Countdown ) { local string S; if( Brief ) { if( ShowAMPM ) S = BriefTimeFormatAMPM; else S = BriefTimeFormat24Hour, } else if( !Countdown ) { if( ShowAMPM ) S = TimeFormatAMPM; else S = TimeFormat24Hour, } else { S = CountdownTimeFormat; } return string.Format( S, DateTimeToMap(T) ); } // Convert the date to a human-readable string, depending on the current locale. function string DateToString( long T ) { return string.Format( DateFormat, DateTimeToMap(T) ); } _defaultproperties { Months(0)=January Months(1)=February Months(2)=March Months(3)=April Months(4)=May Months(5)=June Months(6)=July Months(7)=August Months(8)=September Months(9)=October Months(10)=November Months(11)=December DaysOfWeek(0)=Sunday DaysOfWeek(1)=Monday DaysOfWeek(2)=Tuesday DaysOfWeek(3)=Wednesday DaysOfWeek(4)=Thursday DaysOfWeek(5)=Friday DaysOfWeek(6)=Saturday AMPM(0)=AM AMPM(1)=PM TimeFormatAMPM=%Hour12:02%.%Minute:02%.%Seconds:02% %AMPM% TimeFormat24Hour=%Hour24:02%.%Minute:02%.%Seconds:02% BriefTimeFormatAMPM=%Hour12:02%.%Minute:02% %AMPM% BriefTimeFormat24Hour=%Hour24:02%.%Minute:02% CountdownTimeFormat=%Hour24:02%.%Minute:02%.%Seconds:02% DateFormat=%DayName% %MonthName% %Day%, %Year% EditableTimeFields(0)=Year EditableTimeFields(1)=Month EditableTimeFields(2)=Day EditableTimeFields(3)=Hour12 EditableTimeFields(4)=AMPM EditableTimeFields(5)=Minute EditableTimeFields(6)=Second PreCurrencySymbol=$ PostCurrencySymbol= PrePercent= PostPercent=% PercentScaler=100 ThousandsCount=1000 ThousandsCountCurrency=1000 ThousandsDelimitor="," ThousandsDelimitorCurrency="," Decimal="." DecimalCurrency="." PrePositiveCurrency= PostPositiveCurrency= PreNegativeCurrency=- PostNegativeCurrency= DecimalCount=2 } */ p€pp^ PÊÁI) G$` /ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿc ƒ¾.¤@E ppb e RËJ Gp€ppd g TÌPJ Gp€ppG \àN Gph [æ¶N Gpi ]èÊN Gpj "Vê\O )")+ GÅpO'//============================================================================= /// UnrealScript Commandlet (command-line applet) class. /// /// Commandlets are executed from the ucc.exe command line utility, using the /// following syntax: /// /// UCC.exe package_name.commandlet_class_name [parm=value]... /// /// for example: /// /// UCC.exe Core.HelloWorldCommandlet /// UCC.exe Editor.MakeCommandlet /// /// In addition, if you list your commandlet in the public section of your /// package's .int file (see Engine.int for example), then your commandlet /// can be executed without requiring a fully qualified name, for example: /// /// UCC.exe MakeCommandlet /// /// As a convenience, if a user tries to run a commandlet and the exact /// name he types isn't found, then ucc.exe appends the text "commandlet" /// onto the name and tries again. Therefore, the following shortcuts /// perform identically to the above: /// /// UCC.exe Core.HelloWorld /// UCC.exe Editor.Make /// UCC.exe Make /// /// It is also perfectly valid to call the Main method of a /// commandlet class directly, for example from within the body /// of another commandlet. /// /// Commandlets are executed in a "raw" UnrealScript environment, in which /// the game isn't loaded, the client code isn't loaded, no levels are /// loaded, and no actors exist. //============================================================================= class Commandlet extends Object abstract transient noexport native; /// Command name to show for "ucc help". var localized string HelpCmd; /// Command description to show for "ucc help". var localized string HelpOneLiner; /// Usage template to show for "ucc help". var localized string HelpUsage; /// Hyperlink for more info. var localized string HelpWebLink; /// Parameters and descriptions for "ucc help ". var localized string 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