class LatentScriptedAction extends ScriptedAction abstract; function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { Canvas.DrawText("Action "$GetActionString(), false); YPos += YL; Canvas.SetPos(4,YPos); } function bool InitActionFor(ScriptedController C) { C.CurrentAction = self; return true; } //***************************************************************************************** // Action Completion Queries function bool CompleteWhenTriggered() { return false; } function bool CompleteOnAnim(int Channel) { return false; } // ifdef WITH_LIPSINC function bool CompleteOnLIPSincAnim() { return false; } // endif function bool CompleteWhenTimer() { return false; } function bool WaitForPlayer() { return false; } function bool TickedAction() { return false; } //***************************************************************************************** // Action Queries function bool StillTicking(ScriptedController C, float DeltaTime) { return false; } function bool MoveToGoal() { return false; } function bool TurnToGoal() { return false; } function Actor GetMoveTargetFor(ScriptedController C) { return C.SequenceScript.GetMoveTarget(); } function float GetDistance() { return 0; } defaultproperties { }