UnrealScript library and basis for all Acedia Framework mods
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/**
* Object representing a side effect introduced into the game/server.
* Side effects in Acedia refer to changes that aren't a part of mod's main
* functionality, but rather something necessary to make that functionality
* possible that might also affect how other mods work.
* This is a simple data container that is meant to describe relevant
* changes to the human user.
* Copyright 2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class GameRulesSideEffect extends SideEffect;
public final function Initialize()
{
sideEffectName =
_.text.FromString("AcediaCore's `AcediaGameRules` added");
sideEffectDescription =
_.text.FromString("`GameRule`s is one of the main ways to get notified"
@ "about various gameplay-related events in Unreal Engine."
@ "Of course AcediaCore would require handling some of those events,"
@ "depending on how it's used.");
sideEffectPackage = _.text.FromString("AcediaCore");
sideEffectSource = _.text.FromString("UnrealAPI");
sideEffectStatus = _.text.FromFormattedString("{$TextPositive active}");
}
defaultproperties
{
}