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//----------------------------------------------------------- // //----------------------------------------------------------- class ONSHoverCraft extends ONSVehicle abstract native nativereplication; cpptext { INT* GetOptimizedRepList(BYTE* Recent, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel); #ifdef WITH_KARMA // Actor interface. virtual UBOOL Tick(FLOAT DeltaTime, enum ELevelTick TickType); virtual void PostNetReceive(); virtual UBOOL KRepulsorsShouldHit(AActor* Actor); // SVehicle interface. virtual void UpdateVehicle(FLOAT DeltaTime); // SHover interface. virtual void PackState(); #endif } var() array<vector> ThrusterOffsets; var() float HoverSoftness; var() float HoverPenScale; var() float HoverCheckDist; 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 HoverMPH; var float TargetHeading; var float TargetPitch; var bool bHeadingInitialized; var float OutputThrust; var float OutputStrafe; var Pawn OldDriver; // Replicated struct native HoverCraftState { var vector ChassisPosition; var Quat ChassisQuaternion; var vector ChassisLinVel; var vector ChassisAngVel; var byte ServerThrust; var byte ServerStrafe; var int ServerViewPitch; var int ServerViewYaw; }; var HoverCraftState HoverState, OldHoverState; var KRigidBodyState ChassisState; var bool bNewHoverState; replication { reliable if ( Role == ROLE_Authority ) HoverState; } simulated event bool KUpdateState(out KRigidBodyState newState) { // This should never get called on the server - but just in case! if(Role == ROLE_Authority || !bNewHoverState) return false; newState = ChassisState; bNewHoverState = false; return true; //return false; } simulated function PostNetBeginPlay() { local vector RotX, RotY, RotZ; local KarmaParams kp; local KRepulsor rep; local int i; GetAxes(Rotation,RotX,RotY,RotZ); // Spawn and assign 'repulsors' to hold bike off the ground kp = KarmaParams(KParams); kp.Repulsors.Length = ThrusterOffsets.Length; for(i=0;i<ThrusterOffsets.Length;i++) { rep = spawn(class'KRepulsor', self,, Location + ThrusterOffsets[i].X * RotX + ThrusterOffsets[i].Y * RotY + ThrusterOffsets[i].Z * RotZ); rep.SetBase(self); rep.bHidden = True; rep.bRepulseWater = True; kp.Repulsors[i] = rep; } Super.PostNetBeginPlay(); } function Died(Controller Killer, class<DamageType> damageType, vector HitLocation) { local KarmaParams kp; local int i; // Destroy repulsors kp = KarmaParams(KParams); for(i=0;i<kp.Repulsors.Length;i++) kp.Repulsors[i].Destroy(); kp.Repulsors.Length = 0; Super.Died(Killer, damageType, HitLocation); } simulated event SVehicleUpdateParams() { local KarmaParams kp; local int i; Super.SVehicleUpdateParams(); kp = KarmaParams(KParams); for(i=0;i<kp.Repulsors.Length;i++) { kp.Repulsors[i].CheckDist = HoverCheckDist; kp.Repulsors[i].PenScale = HoverPenScale; kp.Repulsors[i].Softness = HoverSoftness; } KSetStayUprightParams( UprightStiffness, UprightDamping ); } simulated function SpecialCalcFirstPersonView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) { ViewActor = self; CameraLocation = Location + (FPCamPos >> Rotation); } defaultproperties { bZeroPCRotOnEntry=False bFollowLookDir=True bPCRelativeFPRotation=False bCanHover=True } |
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