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# Core.Time

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    //=============================================================================
    /// 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 );
    */

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Class file time: ne 5.9.2004 16:01:00.000 - Creation time: st 23.5.2018 00:10:47.673 - Created with UnCodeX