/** * 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 . */ 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 { }