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# IGEffectsSystem.EffectsSystem

Extends
  IGEffectsSystemBase
Modifiers
  native config ( EffectsSystem )

    Core.Object
    |
    +-- Engine.IGEffectsSystemBase
       |
       +-- IGEffectsSystem.EffectsSystem

Constants Summary

Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary
array<EffectsSubsystem> | AllEffectsSubsystems
array<name> | DebugEffectEvent
array<class<EffectsSubsystem>> | EffectsSubsystem
bool | LogEffectEvents
array<name> | PersistentContexts
array<String> | PreloadActorClass
array<name> | QueuedEffectEvent
array<vector> | QueuedOverrideWorldLocation
array<rotator> | QueuedOverrideWorldRotation
array<Actor> | QueuedSource
array<Actor> | QueuedTarget
array<Material> | QueuedTargetMaterial
array<byte> | QueuedUnTriggered
bool | QueueingEvents
array<name> | TemporaryContexts

Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary

Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary

Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector

Functions Summary
|  | AddContextForNextEffectEvent (name Context))
|  | AddPersistentContext (name Context))
|  | ClearPersistentContexts ()))
|  | DumpEffects (Name SubsystemName))
| bool | EffectEventTriggered (Actor Source, name EffectEvent, optional Actor Target, optional Material TargetMaterial, optional vector overrideWorldLocation, optional rotator overrideWorldRotation, optional bool unTriggered, optional bool PlayOnTarget, optional bool QueryOnly, optional IEffectObserver Observer, optional name Tag))
|  | FlushQueuedEvents ()))
| EffectsSubsystem | GetSubsystem (name inSubsystem))
|  | Init (Actor Owner)
|  | QueueEvents ()))
|  | RemovePersistentContext (name Context))

Inherited Functions from Engine.IGEffectsSystemBase
AddContextForNextEffectEvent, AddPersistentContext, EffectEventTriggered, GetEffectsSystemClass, Init

Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=

Variables Detail

#### AllEffectsSubsystems Source code

var private array<EffectsSubsystem> AllEffectsSubsystems;

#### DebugEffectEvent Source code

var config array<name> DebugEffectEvent;

#### EffectsSubsystem Source code

var private config array<class<EffectsSubsystem>> EffectsSubsystem;

#### LogEffectEvents Source code

var config bool LogEffectEvents;

#### PersistentContexts Source code

var array<name> PersistentContexts;

#### PreloadActorClass Source code

var private config array<String> PreloadActorClass;

#### QueuedEffectEvent Source code

var private array<name> QueuedEffectEvent;

#### QueuedOverrideWorldLocation Source code

var private array<vector> QueuedOverrideWorldLocation;

#### QueuedOverrideWorldRotation Source code

var private array<rotator> QueuedOverrideWorldRotation;

#### QueuedSource Source code

var private array<Actor> QueuedSource;

#### QueuedTarget Source code

var private array<Actor> QueuedTarget;

#### QueuedTargetMaterial Source code

var private array<Material> QueuedTargetMaterial;

#### QueuedUnTriggered Source code

var private array<byte> QueuedUnTriggered;

#### QueueingEvents Source code

var private bool QueueingEvents;

#### TemporaryContexts Source code

var array<name> TemporaryContexts;

Functions Detail

#### AddContextForNextEffectEvent Source code

simulated function AddContextForNextEffectEvent ( name Context) )

#### AddPersistentContext Source code

simulated function AddPersistentContext ( name Context) )

#### ClearPersistentContexts Source code

simulated function ClearPersistentContexts ( ) )

#### DumpEffects Source code

exec function DumpEffects ( Name SubsystemName) )

#### EffectEventTriggered Source code

simulated function bool EffectEventTriggered ( Actor Source, name EffectEvent, optional Actor Target, optional Material TargetMaterial, optional vector overrideWorldLocation, optional rotator overrideWorldRotation, optional bool unTriggered, optional bool PlayOnTarget, optional bool QueryOnly, optional IEffectObserver Observer, optional name Tag) )

#### FlushQueuedEvents Source code

simulated event FlushQueuedEvents ( ) )

#### GetSubsystem Source code

simulated function EffectsSubsystem GetSubsystem ( name inSubsystem) )

#### Init Source code

simulated native function Init ( Actor Owner )

#### QueueEvents Source code

simulated function QueueEvents ( ) )

#### RemovePersistentContext Source code

simulated function RemovePersistentContext ( name Context) )

Defaultproperties

    defaultproperties
    {

        QueueingEvents=true
    }

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Creation time: st 23.5.2018 00:10:29.503 - Created with UnCodeX