//=============================================================================
// EditorEngine: The UnrealEd subsystem.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class EditorEngine extends Engine
	native
	noexport
	transient;

#exec Texture Import File=Textures\Bad.pcx
#exec Texture Import File=Textures\BadHighlight.pcx
#exec Texture Import File=Textures\Bkgnd.pcx
#exec Texture Import File=Textures\BkgndHi.pcx
#exec Texture Import File=Textures\MaterialArrow.pcx MASKED=1
#exec Texture Import File=Textures\MaterialBackdrop.pcx

#exec NEW StaticMesh File="models\TexPropCube.Ase" Name="TexPropCube"
#exec NEW StaticMesh File="models\TexPropSphere.Ase" Name="TexPropSphere"

// Objects.
var const level       Level;
var const model       TempModel;
var const texture     CurrentTexture;
var const staticmesh  CurrentStaticMesh;
var const mesh		  CurrentMesh;
var const class       CurrentClass;
var const transbuffer Trans;
var const textbuffer  Results;
var const int         Pad[8];

// Textures.
var const texture Bad, Bkgnd, BkgndHi, BadHighlight, MaterialArrow, MaterialBackdrop;

// Used in UnrealEd for showing materials
var staticmesh	TexPropCube;
var 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 package PackageContext;
var const vector AddLocation;
var const plane AddPlane;

// Misc.
var const array<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) globalconfig array<string> EditPackages;
var(Advanced) globalconfig array<string> CutdownPackages;
var(Advanced) config bool AlwaysShowTerrain;
var(Advanced) config bool UseActorRotationGizmo;
var(Advanced) config bool LoadEntirePackageWhenSaving;
var(Advanced) config bool ShowIntWarnings; // gam

defaultproperties
{
     Bad=Bad
     Bkgnd=Bkgnd
     BkgndHi=BkgndHi
	 MaterialArrow=MaterialArrow
	 MaterialBackdrop=MaterialBackdrop
	 BadHighlight=BadHighlight
	 GridSize=(X=16,Y=16,Z=16)
	 TexPropCube=StaticMesh'TexPropCube'
	 TexPropSphere=StaticMesh'TexPropSphere'
}