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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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