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 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 |
class ONSChopperCraft extends ONSVehicle abstract native nativereplication; cpptext { INT* GetOptimizedRepList(BYTE* Recent, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel); virtual UBOOL AdjustFlight(FLOAT ZDiff, UBOOL bFlyingDown, FLOAT Distance, AActor* GoalActor); #ifdef WITH_KARMA // Actor interface. virtual UBOOL Tick(FLOAT DeltaTime, enum ELevelTick TickType); virtual void PostNetReceive(); // SVehicle interface. virtual void UpdateVehicle(FLOAT DeltaTime); // SHover interface. virtual void PackState(); #endif } var() float UprightStiffness; var() float UprightDamping; var() float MaxThrustForce; var() float LongDamping; var() float MaxStrafeForce; var() float LatDamping; var() float MaxRiseForce; var() float UpDamping; var() float TurnTorqueFactor; var() float TurnTorqueMax; var() float TurnDamping; var() float MaxYawRate; var() float PitchTorqueFactor; var() float PitchTorqueMax; var() float PitchDamping; var() float RollTorqueTurnFactor; var() float RollTorqueStrafeFactor; var() float RollTorqueMax; var() float RollDamping; var() float StopThreshold; var() float MaxRandForce; var() float RandForceInterval; // Internal var float CopterMPH; var float TargetHeading; var float TargetPitch; var bool bHeadingInitialized; var float OutputThrust; var float OutputStrafe; var float OutputRise; var vector RandForce; var vector RandTorque; var float AccumulatedTime; // Replicated struct native CopterState { var vector ChassisPosition; var Quat ChassisQuaternion; var vector ChassisLinVel; var vector ChassisAngVel; var byte ServerThrust; var byte ServerStrafe; var byte ServerRise; var int ServerViewPitch; var int ServerViewYaw; }; var CopterState CopState, OldCopState; var KRigidBodyState ChassisState; var bool bNewCopterState; var float PushForce; // for AI when landing; var float LastJumpOutCheck; replication { reliable if ( Role == ROLE_Authority ) CopState; } simulated event bool KUpdateState(out KRigidBodyState newState) { // This should never get called on the server - but just in case! if(Role == ROLE_Authority || !bNewCopterState) return false; newState = ChassisState; bNewCopterState = false; return true; //return false; } simulated event SVehicleUpdateParams() { Super.SVehicleUpdateParams(); KSetStayUprightParams( UprightStiffness, UprightDamping ); } simulated function SpecialCalcFirstPersonView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) { ViewActor = self; CameraLocation = Location + (FPCamPos >> Rotation); } event JumpOutCheck() { local Bot B; B = Bot(Controller); if ( (B != None) && (ONSPowerCore(B.Movetarget) != None) && (ONSPowerCore(B.MoveTarget).CoreStage == 4) && ((B.Enemy == None) || !B.EnemyVisible()) ) { KDriverLeave(false); if ( Controller == None ) { KAddImpulse( PushForce*Vector(Rotation), Location ); if ( (B.Pawn.Physics == PHYS_Falling) && B.DoWaitForLanding() ) B.Pawn.Velocity.Z = 0; } } } defaultproperties { bSpecialHUD=True bCanStrafe=true bCanFly=true bZeroPCRotOnEntry=False bFollowLookDir=true GroundSpeed=+1200.0 bCanBeBaseForPawns=false bPCRelativeFPRotation=false PushForce=100000.0 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |