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v29.40
1 parent e76772d commit 15d6fd2

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Lines changed: 851 additions & 253 deletions

Modules/FortniteGame/Fortnite/Fortnite.digest.verse

Lines changed: 16 additions & 11 deletions
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#################################################
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# Generated Digest of Verse API
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# DO NOT modify this manually!
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# Generated from build: ++Fortnite+Release-29.30-CL-32982357
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# Generated from build: ++Fortnite+Release-29.40-CL-33291686
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#################################################
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# Module import path: /Fortnite.com/AI
@@ -2981,7 +2981,7 @@ Devices<public> := module {
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# A device used to damage players who collide with it. Can also be used as a trigger to activate other devices.
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pulse_trigger_device<public> := class<concrete><final>(creative_device_base) {
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# Starts the damage sequence.
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# Starts the damage pulse.
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Begin<public>(): void = external {}
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# Disables this device.
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# Enables this device.
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Enable<public>(): void = external {}
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# Stops the damage sequence.
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# Stops the damage pulse.
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End<public>(): void = external {}
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# Returns the damage to be applied to those hit by an active wave. Clamped between `0 <= GetDamage <= 100000`.
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# Returns the damage to be applied to those hit by an active pulse. Clamped between `0 <= GetDamage <= 100000`.
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GetDamage<public>()<transacts>: float = external {}
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# Returns the total number of waves this sequence will complete before ending its sequence.
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# `0` indicates the sequence will continue indefinitely.
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# Returns the total number of times this pulse will complete before ending.
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# `0` indicates the pulse will continue indefinitely.
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GetLoopCount<public>()<transacts>: int = external {}
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# Returns the speed (in meters per second) at which the waves generated by this sequencer will travel.
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# Returns the speed (in meters per second) at which the pulses generated by this pulse trigger will travel.
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GetWaveSpeed<public>()<transacts>: float = external {}
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# Resumes the damage pulse from the last position where it was stopped.
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ResumePulse<public>(): void = external {}
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@deprecated
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# This function is deprecated. Use `ResumePulse` instead of this.
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# Resumes the damage sequence from the last position where it was stopped.
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ResumeSequence<public>(): void = external {}
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# Sets the damage to be applied to those hit by an active wave. Clamped between `0 <= GetDamage <= 100000`.
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# Wave visuals will change to reflect whether the wave causes damage or not.
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# Sets the damage to be applied to those hit by an active pulse. Clamped between `0 <= GetDamage <= 100000`.
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# Pulse visuals will change to reflect whether the pulse causes damage or not.
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SetDamage<public>(Damage: float): void = external {}
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# Sets the total number of waves this sequence will complete before ending its sequence. `LoopCount = 0` indicates the sequence should continue indefinitely.
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# Sets the total number of times this pulse will complete before ending. `LoopCount = 0` indicates the pulse should continue indefinitely.
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SetLoopCount<public>(LoopCount: int): void = external {}
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# Sets the speed (in meters per second) at which the waves generated by this sequencer will travel.
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# Sets the speed (in meters per second) at which the pulses generated by this pulse trigger will travel.
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SetWaveSpeed<public>(Speed: float): void = external {}
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}
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