Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 |
interface IInterestedActorDestroyed native; //------------------------------------------------------------------- // IInterestedActorDestroyed: // // This interface should be implemented by those objects that wish // to be notified whenever a bStatic=false actor is destroyed during // normal gameplay. Interested objects can register for such notification // via the following methods in LevelInfo.uc: // // RegisterNotifyActorDestroyed(IInterestedPawnDied ObjectToNotify) // UnRegisterNotifyActorDestroyed(IInterestedPawnDied RegisteredObject) // // WARNING: Even if ObjectToNotify is itself an Actor, it will NOT be // notified of its own destruction. If it wishes to handle its own // destruction, it should override Pawn.Destroyed(). // //------------------------------------------------------------------- // Called from within ULevel::DestroyActor(<ActorBeingDestroyed>) // *after* ActorBeingDestroyed->Modify() has been called but // *before* ActorBeingDestroyed->{PostScriptDestroyed/ConditionalDestroy/Destroyed}() // has been called. // // Therefore it is valid to access methods and data on // ActorBeingDestroyed inside of this method. However, after // this method exits, all references to ActorBeingDestroyed and // its data should be considered invalid. // // Note: This notification is only sent if ActorBeingDestroyed.bStatic==false. function OnOtherActorDestroyed(Actor ActorBeingDestroyed); |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |