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# Editor.EditorEngine

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    //=============================================================================
    // EditorEngine: The UnrealEd subsystem.
    // This is a built-in Unreal class and it shouldn't be modified.
    //=============================================================================
    class EditorEngine extends Engine.Engine
    	native
    	noexport
    	transient;

    #exec LOAD FILE=Editor_res.pkg

    // Objects.
    var const Engine.level       Level;
    var const Engine.model       TempModel;
    var const Engine.texture     CurrentTexture;
    var const Engine.staticmesh  CurrentStaticMesh;
    var const Engine.mesh		  CurrentMesh;
    var const Core.class       CurrentClass;
    var const Core.Object	  Trans;
    var const Core.Object	  Results;
    var const int         Pad[8];

    // Textures.
    var const Engine.texture Bad, Bkgnd, BkgndHi, BadHighlight, MaterialArrow, MaterialBackdrop;

    // Used in UnrealEd for showing materials
    var Engine.staticmesh	TexPropCube;
    var Engine.staticmesh	TexPropSphere;

    // Toggles.
    var const bool bFastRebuild, bBootstrapping;

    // Other variables.
    var const config int AutoSaveIndex;
    var const int AutoSaveCount, Mode, TerrainEditBrush, ClickFlags;
    var const float MovementSpeed;
    var const Core.package PackageContext;
    var const vector AddLocation;
    var const plane AddPlane;

    // Misc.
    var const array<Core.Object> Tools;
    var const class BrowseClass;

    // Grid.
    var const int ConstraintsVtbl;
    var(Grid) config bool GridEnabled;
    var(Grid) config bool SnapVertices;
    var(Grid) config float SnapDistance;
    var(Grid) config vector GridSize;

    // Rotation grid.
    var(RotationGrid) config bool RotGridEnabled;
    var(RotationGrid) config rotator RotGridSize;

    // Advanced.
    var(Advanced) config bool UseSizingBox;
    var(Advanced) config bool UseAxisIndicator;
    var(Advanced) config float FovAngleDegrees;
    var(Advanced) config bool GodMode;
    var(Advanced) config bool AutoSave;
    var(Advanced) config byte AutosaveTimeMinutes;
    var(Advanced) config string GameCommandLine;
    var(Advanced) config array<string> EditPackages;
    var(Advanced) config bool AlwaysShowTerrain;
    var(Advanced) config bool UseActorRotationGizmo;
    var(Advanced) config bool LoadEntirePackageWhenSaving;
    #if IG_SHARED	// rowan: redraw viewports when moving actors
    var(Advanced) config bool RedrawAllViewportsWhenMoving;
    #endif

    defaultproperties
    {
         Bad=Texture'Editor_res.Bad'
         Bkgnd=Texture'Editor_res.Bkgnd'
         BkgndHi=Texture'Editor_res.BkgndHi'
    	 MaterialArrow=Texture'Editor_res.MaterialArrow'
    	 MaterialBackdrop=Texture'Editor_res.MaterialBackdrop'
    	 BadHighlight=Texture'Editor_res.BadHighlight'
    	 GridSize=(X=16,Y=16,Z=16)
    	 TexPropCube=StaticMesh'Editor_res.TexPropCube'
    	 TexPropSphere=StaticMesh'Editor_res.TexPropSphere'
    }

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Class file time: ne 5.9.2004 16:01:14.000 - Creation time: st 23.5.2018 00:10:43.185 - Created with UnCodeX