Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.Vehicle


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
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
00581
00582
00583
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593
00594
00595
00596
00597
00598
00599
00600
00601
00602
00603
00604
00605
00606
00607
00608
00609
00610
00611
00612
00613
00614
00615
00616
00617
00618
00619
00620
00621
00622
00623
00624
00625
00626
00627
00628
00629
00630
00631
00632
00633
00634
00635
00636
00637
00638
00639
00640
00641
00642
00643
00644
00645
00646
00647
00648
00649
00650
00651
00652
00653
00654
00655
00656
00657
00658
00659
00660
00661
00662
00663
00664
00665
00666
00667
00668
00669
00670
00671
00672
00673
00674
00675
00676
00677
00678
00679
00680
00681
00682
00683
00684
00685
00686
00687
00688
00689
00690
00691
00692
00693
00694
00695
00696
00697
00698
00699
00700
00701
00702
00703
00704
00705
00706
00707
00708
00709
00710
00711
00712
00713
00714
00715
00716
00717
00718
00719
00720
00721
00722
00723
00724
00725
00726
00727
00728
00729
00730
00731
00732
00733
00734
00735
00736
00737
00738
00739
00740
00741
00742
00743
00744
00745
00746
00747
00748
00749
00750
00751
00752
00753
00754
00755
00756
00757
00758
00759
00760
00761
00762
00763
00764
00765
00766
00767
00768
00769
00770
00771
00772
00773
00774
00775
00776
00777
00778
00779
00780
00781
00782
00783
00784
00785
00786
00787
00788
00789
00790
00791
00792
00793
00794
00795
00796
00797
00798
00799
00800
00801
00802
00803
00804
00805
00806
00807
00808
00809
00810
00811
00812
00813
00814
00815
00816
00817
00818
00819
00820
00821
00822
00823
00824
00825
00826
00827
00828
00829
00830
00831
00832
00833
00834
00835
00836
00837
00838
00839
00840
00841
00842
00843
00844
00845
00846
00847
00848
00849
00850
00851
00852
00853
00854
00855
00856
00857
00858
00859
00860
00861
00862
00863
00864
00865
00866
00867
00868
00869
00870
00871
00872
00873
00874
00875
00876
00877
00878
00879
00880
00881
00882
00883
00884
00885
00886
00887
00888
00889
00890
00891
00892
00893
00894
00895
00896
00897
00898
00899
00900
00901
00902
00903
00904
00905
00906
00907
00908
00909
00910
00911
00912
00913
00914
00915
00916
00917
00918
00919
00920
00921
00922
00923
00924
00925
00926
00927
00928
00929
00930
00931
00932
00933
00934
00935
00936
00937
00938
00939
00940
00941
00942
00943
00944
00945
00946
00947
00948
00949
00950
00951
00952
00953
00954
00955
00956
00957
00958
00959
00960
00961
00962
00963
00964
00965
00966
00967
00968
00969
00970
00971
00972
00973
00974
00975
00976
00977
00978
00979
00980
00981
00982
00983
00984
00985
00986
00987
00988
00989
00990
00991
00992
00993
00994
00995
00996
00997
00998
00999
01000
01001
01002
01003
01004
01005
01006
01007
01008
01009
01010
01011
01012
01013
01014
01015
01016
01017
01018
01019
01020
01021
01022
01023
01024
01025
01026
01027
01028
01029
01030
01031
01032
01033
01034
01035
01036
01037
01038
01039
01040
01041
01042
01043
01044
01045
01046
01047
01048
01049
01050
01051
01052
01053
01054
01055
01056
01057
01058
01059
01060
01061
01062
01063
01064
01065
01066
01067
01068
01069
01070
01071
01072
01073
01074
01075
01076
01077
01078
01079
01080
01081
01082
01083
01084
01085
01086
01087
01088
01089
01090
01091
01092
01093
01094
01095
01096
01097
01098
01099
01100
01101
01102
01103
01104
01105
01106
01107
01108
01109
01110
01111
01112
01113
01114
01115
01116
01117
01118
01119
01120
01121
01122
01123
01124
01125
01126
01127
01128
01129
01130
01131
01132
01133
01134
01135
01136
01137
01138
01139
01140
01141
01142
01143
01144
01145
01146
01147
01148
01149
01150
01151
01152
01153
01154
01155
01156
01157
01158
01159
01160
01161
01162
01163
01164
01165
01166
01167
01168
01169
01170
01171
01172
01173
01174
01175
01176
01177
01178
01179
01180
01181
01182
01183
01184
01185
01186
01187
01188
01189
01190
01191
01192
01193
01194
01195
01196
01197
01198
01199
01200
01201
01202
01203
01204
01205
01206
01207
01208
01209
01210
01211
01212
01213
01214
01215
01216
01217
01218
01219
01220
01221
01222
01223
01224
01225
01226
01227
01228
01229
01230
01231
01232
01233
01234
01235
01236
01237
01238
01239
01240
01241
01242
01243
01244
01245
01246
01247
01248
01249
01250
01251
01252
01253
01254
01255
01256
01257
01258
01259
01260
01261
01262
01263
01264
01265
01266
01267
01268
01269
01270
01271
01272
01273
01274
01275
01276
01277
01278
01279
01280
01281
01282
01283
01284
01285
01286
01287
01288
01289
01290
01291
01292
01293
01294
01295
01296
01297
01298
01299
01300
01301
01302
01303
01304
01305
01306
01307
01308
01309
01310
01311
01312
01313
01314
01315
01316
01317
01318
01319
01320
01321
01322
01323
01324
01325
01326
01327
01328
01329
01330
01331
01332
01333
01334
01335
01336
01337
01338
01339
01340
01341
01342
01343
01344
01345
01346
01347
01348
01349
01350
01351
01352
01353
01354
01355
01356
01357
01358
01359
01360
01361
01362
01363
01364
01365
01366
01367
01368
01369
01370
01371
01372
01373
01374
01375
01376
01377
01378
01379
01380
01381
01382
01383
01384
01385
01386
01387
01388
01389
01390
01391
01392
01393
01394
01395
01396
01397
01398
01399
01400
01401
01402
01403
01404
01405
01406
01407
01408
01409
01410
01411
01412
01413
01414
01415
01416
01417
01418
01419
01420
01421
01422
01423
01424
01425
01426
01427
01428
01429
01430
01431
01432
01433
01434
01435
01436
01437
01438
01439
01440
01441
01442
01443
01444
01445
01446
01447
01448
01449
01450
01451
01452
01453
01454
01455
01456
01457
01458
01459
01460
01461
01462
01463
01464
01465
01466
01467
01468
01469
01470
01471
01472
01473
01474
01475
01476
01477
01478
01479
01480
01481
01482
01483
01484
01485
01486
01487
01488
01489
01490
01491
01492
01493
01494
01495
01496
01497
01498
01499
01500
01501
01502
01503
01504
01505
01506
01507
01508
01509
01510
01511
01512
01513
01514
01515
01516
01517
01518
01519
01520
01521
01522
01523
01524
01525
01526
01527
01528
01529
01530
01531
01532
01533
01534
01535
01536
01537
01538
01539
01540
01541
01542
01543
01544
01545
01546
01547
01548
01549
01550
01551
01552
01553
01554
01555
01556
01557
01558
01559
01560
01561
01562
01563
01564
01565
01566
01567
01568
01569
01570
01571
01572
01573
01574
01575
01576
01577
01578
01579
01580
01581
01582
01583
01584
01585
01586
01587
01588
01589
01590
01591
01592
01593
01594
01595
01596
01597
01598
01599
01600
01601
01602
01603
01604
01605
01606
01607
01608
01609
01610
01611
01612
01613
01614
01615
01616
01617
01618
01619
01620
01621
01622
01623
01624
01625
01626
01627
01628
01629
01630
01631
01632
01633
01634
01635
01636
01637
01638
01639
01640
01641
01642
01643
01644
01645
01646
01647
01648
01649
01650
01651
01652
01653
01654
01655
01656
01657
01658
01659
01660
01661
01662
01663
01664
01665
01666
01667
01668
01669
01670
01671
01672
01673
01674
01675
01676
01677
01678
01679
01680
01681
01682
01683
01684
01685
01686
01687
01688
01689
01690
01691
01692
01693
01694
01695
01696
01697
01698
01699
01700
01701
01702
01703
01704
01705
01706
01707
01708
01709
01710
01711
01712
01713
01714
01715
01716
01717
01718
01719
01720
01721
01722
01723
01724
01725
01726
01727
01728
01729
01730
01731
01732
01733
01734
01735
01736
01737
01738
01739
01740
01741
01742
01743
01744
01745
01746
01747
01748
01749
01750
01751
01752
01753
01754
01755
01756
01757
01758
01759
01760
01761
01762
01763
01764
01765
01766
01767
01768
01769
01770
01771
01772
01773
01774
01775
01776
01777
01778
01779
01780
01781
01782
01783
01784
01785
01786
01787
01788
01789
01790
01791
01792
01793
01794
01795
01796
01797
01798
01799
01800
01801
01802
01803
01804
01805
01806
01807
01808
01809
01810
01811
01812
01813
01814
01815
01816
01817
01818
01819
01820
01821
01822
01823
01824
01825
01826
01827
01828
01829
01830
01831
01832
01833
01834
01835
01836
01837
01838
01839
01840
01841
01842
01843
01844
01845
01846
01847
01848
01849
01850
01851
01852
01853
01854
01855
01856
01857
01858
01859
01860
01861
01862
01863
01864
01865
01866
01867
01868
01869
01870
01871
01872
01873
01874
01875
01876
01877
01878
01879
01880
01881
01882
01883
01884
01885
01886
01887
01888
01889
01890
01891
01892
01893
01894
01895
01896
01897
01898
01899
01900
01901
01902
01903
01904
01905
01906
01907
01908
01909
01910
01911
01912
01913
01914
01915
01916
01917
01918
01919
01920
01921
01922
01923
01924
01925
01926
01927
01928
01929
01930
01931
01932
01933
01934
01935
01936
01937
01938
01939
01940
01941
01942
01943
01944
01945
01946
01947
01948
01949
01950
01951
01952
01953
01954
01955
01956
01957
01958
01959
01960
01961
01962
01963
01964
01965
01966
01967
01968
01969
01970
01971
01972
01973
01974
01975
01976
01977
01978
01979
01980
01981
01982
01983
01984
01985
01986
01987
01988
01989
01990
//=============================================================================
// Vehicle
// this abstract base class contains gameplay and AI code for vehicles
//=============================================================================

class Vehicle extends Pawn
    native
    nativereplication
    abstract;

var globalconfig bool bVehicleShadows;  // Global config option for vehicle shadows

var             bool    bDriving;               // Vehicle is being driven
var             bool    bOldDriving;
var             bool    bDrawVehicleShadow;     // Vehicle Shadow
var (Vehicle)   bool    bDrawDriverInTP;        // Whether to draw the driver when in 3rd person mode.
var (Vehicle)   bool    bDriverCollideActors;   // if driver is drawn in vehicle, is Driver.bCollideActors true ?
var (Vehicle)   bool    bRelativeExitPos;       // relative vector to vehicle?

var     bool    bDefensive;             // should be used by defenders
var     bool    bAutoTurret;            // controlled by AI if no player controlling (FIXME Move to subclass)
var     bool    bRemoteControlled;      // destroying vehicle won't kill player
var     bool    bEjectDriver;           // If vehicle is destroyed, don't kill and eject driver(s)
var     bool    bTurnInPlace;           // whether vehicle can turn in place
var     bool    bFollowLookDir;         // used by AI to know that controller's rotation determines vehicle rotation
var     bool    bNonHumanControl;       // Cannot be controlled by humans
var     bool    bStalled;               // Vehicle is stalled (can't apply acceleration)
var     bool    bVehicleDestroyed;      // Vehicle has been destroyed (no more need to simulate special vehicle physics)
var     bool    bShowDamageOverlay;     // Vehicle should display the normal pawn damage overlay when hit by a weapon
var     bool    bDropDetail;            // Vehicle should reduce its detail level
var     bool    bNoFriendlyFire;        // FriendlyFire disabled for this vehicle
var     bool    bCanHover;              // Actor can hover above water
var     bool    bCanDoTrickJumps;       // AI hint

// Cameras
var (Vehicle) bool  bDrawMeshInFP;      // Whether to draw the vehicle mesh when in 1st person mode.
var (Vehicle) bool  bZeroPCRotOnEntry;  // If true, set camera rotation to zero on entering vehicle. If false, set it to the vehicle rotation.
var bool    bPCRelativeFPRotation;      // In 1st person, PlayerController rotation is relative to vehicle rotation

var     bool    bWeaponisFiring;
var     bool    bWeaponisAltFiring;

var     bool    bTeamLocked;        // Team defines which players are allowed to enter the vehicle
var     bool    bEnterringUnlocks;  // Vehicle is unlocked when a player enterred it..
var bool bCanFlip;
var bool bAllowViewChange;
var bool bAllowWeaponToss; //if the driver dies, will he toss his weapon?

var(Vehicle) bool   bHUDTrackVehicle;   // If true, Vehicle will tracked on HUD. (For Objectives in Assault)
var bool bHasRadar;
var bool bHasHandbrake;                 // hint for AI
var bool bScriptedRise;                 // hint for AI
var bool bKeyVehicle;                   // hint for AI
var bool bSeparateTurretFocus;          // hint for AI (for tank type turreted vehicles)

var() bool  bHighScoreKill; // vehicle is considered important, and awards 5 points upon destruction.

var bool    bAdjustDriversHead; // rotate driver's head depending on view rotation
var bool    bEnemyLockedOn;
var config bool bDesiredBehindView;

var bool bHideRemoteDriver; // If Set to true, the remote controlling driver will be hidden
var bool bShowChargingBar;
var bool bDriverHoldsFlag;
var bool bCanCarryFlag;

var bool bSpawnProtected;   // Cannot be destroyed by a player before its been possessed.

var() bool bFPNoZFromCameraPitch; // Ignore any vehicle-space Z due to FPCamViewOffset (so looking up and down doesn't change camera Z rel to vehicle)

var     byte    StuckCount;             // used by AI
var()   byte    Team;
var     byte    OldTeam, PrevTeam;  // OldTeam is used for replication purposes, PrevTeam is the team of the previous driver.

var             Rotator PlayerEnterredRotation; // Original rotation when player enterred vehicle
var     float   EjectMomentum;

var class<Controller> AutoTurretControllerClass;

// generic controls (set by controller, used by concrete derived classes)
var (Vehicle) float     Steering;       // between -1 and 1
var (Vehicle) float     Throttle;       // between -1 and 1
var (Vehicle) float     Rise;           // between -1 and 1
var           int       DriverViewPitch;      // The driver's view pitch
var           int       DriverViewYaw;        // The driver's view yaw

var float       ThrottleTime;   // last time at which throttle was 0 (used by AI)
var float       StuckTime;
var float       VehicleMovingTime; // used by AI C++

var (Vehicle) vector    DrivePos;       // Position (rel to vehicle) to put player while driving.
var (Vehicle) rotator   DriveRot;       // Rotation (rel to vehicle) to put driver while driving.
var (Vehicle) name      DriveAnim;      // Animation to play while driving.

//Info for EntryPositions
var (Vehicle) array<vector> ExitPositions;      // Positions (rel to vehicle) to try putting the player when exiting.
var (Vehicle) vector                    EntryPosition;      // Offset for the entry trigger
var (Vehicle) float                     EntryRadius;        // Radius for the entry trigger

var (Vehicle) vector   FPCamPos;        // Position of camera when driving first person.
var (Vehicle) vector   FPCamViewOffset; // Offset in reference frame of camera.

//clientside settings
var config float TPCamDistance;
// force feedback
var string CenterSpringForce;
var int CenterSpringRangePitch;
var int CenterSpringRangeRoll;

var (Vehicle) vector   TPCamLookat; // Look at location in vehicle space
var (Vehicle) vector   TPCamWorldOffset; // Applied in world space after vehicle transform.
var float DesiredTPCamDistance, LastCameraCalcTime, CameraSpeed; //for smoothly interpolating TPCamDistance to new value
var (Vehicle) Range    TPCamDistRange;

var (Vehicle) int   MaxViewYaw;         // Maximum amount you can look left and right
var (Vehicle) int   MaxViewPitch;       // Maximum amount you can look up and down

var     Pawn            Driver;     // Can be None if Controller spawns right away with vehicle
var     SVehicleFactory ParentFactory;

// FX
var String          TransEffects[2];        // Spawning effects
var ShadowProjector VehicleShadow;          // Shadow projector
var float           ShadowMaxTraceDist;
var float           ShadowCullDistance;

var float MomentumMult; //damage momentum multiplied by this value before being applied to vehicle
var float DriverDamageMult; //damage to the driver is multiplied by this value

// Missle warning
var String  LockOnClassString;
var float   LastLockWarningTime;
var float   LockWarningInterval;

var Vehicle NextVehicle;
var localized string VehiclePositionString;
var localized cache string VehicleNameString;
var localized cache string VehicleDescription;

var Texture TeamBeaconTexture, NoEntryTexture;
var Material TeamBeaconBorderMaterial;

var AIMarker myMarker;  // used for stationary turrets

//VEHICULAR MANSLAUGHTER
var float MinRunOverSpeed; //speed must be greater than this for running into someone to do damage
var class<DamageType> RanOverDamageType, CrushedDamageType;
var sound RanOverSound;
var name StolenAnnouncement;
var sound StolenSound;

var float LinkHealMult; // If > 0, Link Gun secondary heals an amount equal to its damage times this

var float OldSteering;
var float VehicleLostTime, TeamUseTime, PlayerStartTime;
var float MaxDesireability;
var const float AIMoveCheckTime;
var float ObjectiveGetOutDist; //if AI controlled and bot needs to trigger an objective not triggerable by vehicles, it will try to get out this far away

var name FlagBone;
var vector FlagOffset;
var rotator FlagRotation;

var float   WheelsScale;

// HORN
var array<sound>    HornSounds;
var float           LastHornTime;

// BULLET HITS
var() array<sound>    BulletSounds;

// WATER DAMAGE
var()   float               WaterDamage;
var     class<DamageType>   VehicleDrowningDamType;

// HUD OVERLAY
var class<Actor>            HUDOverlayClass;
var Actor                   HUDOverlay;
var() vector                HUDOverlayOffset;
var() float                 HUDOverlayFOV;

// SPAWN OVERLAY MATERIAL
var()   Material            SpawnOverlay[2];


struct native SVehicleIcon
{
    var Material    Material;
    var float       X, Y, SizeX, SizeY;
    var bool        bIsGreyScale;
};

var SVehicleIcon VehicleIcon;

// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

replication
{
    reliable if ( Role==ROLE_Authority )
        ClientKDriverEnter, ClientKDriverLeave, FixPCRotation, ClientClearController;

    unreliable if( bNetDirty && Role==ROLE_Authority )
        bDriving, bTeamLocked, Driver, Team, bVehicleDestroyed, WheelsScale;

    unreliable if( bNetInitial && Role==ROLE_Authority )
        bHUDTrackVehicle;

    reliable if ( Role < ROLE_Authority )
        VehicleFire, VehicleCeaseFire;
}

function PreBeginPlay()
{
    if ( !Level.Game.bAllowVehicles && !bDeleteMe )
    {
        Destroy();
        return;
    }

    Super.PreBeginPlay();
}

function PlayerChangedTeam()
{
    if ( Driver != None )
        Driver.KilledBy(Driver);
    else
        Super.PlayerChangedTeam();
}

simulated function SetBaseEyeheight()
{
    BaseEyeheight = Default.BaseEyeheight;
    Eyeheight = BaseEyeheight;
}

simulated function string GetVehiclePositionString()
{
    return VehiclePositionString;
}

function Suicide()
{
    if ( Driver != None )
        Driver.KilledBy(Driver);
    else
        KilledBy(self);
}

function bool CheatWalk()
{
    return false;
}

function bool CheatGhost()
{
    return false;
}

function bool CheatFly()
{
    return false;
}

simulated function PostBeginPlay()
{
    local controller NewController;

    super.PostBeginPlay();

    if ( bDeleteMe )
        return;

    // Glue a shadow projector on
    if ( bVehicleShadows && bDrawVehicleShadow && (Level.NetMode != NM_DedicatedServer) )
    {
        VehicleShadow = Spawn(class'ShadowProjector', self, '', Location);
        VehicleShadow.ShadowActor       = Self;
        VehicleShadow.bBlobShadow       = false;
        VehicleShadow.LightDirection    = Normal(vect(1,1,6));
        VehicleShadow.LightDistance     = 1200;
        VehicleShadow.MaxTraceDistance  = ShadowMaxTraceDist;
        VehicleShadow.CullDistance      = ShadowCullDistance;
        VehicleShadow.InitShadow();
    }

    if ( Role == Role_Authority )
    {
        if ( bAutoTurret && (Controller == None) && (AutoTurretControllerClass != None) )
        {
            NewController = spawn(AutoTurretControllerClass);
            if ( NewController != None )
                NewController.Possess(self);
        }
        if ( !bAutoTurret && !bNonHumanControl && IndependentVehicle() )
            Level.Game.RegisterVehicle(self);
    }

    OldTeam = Team;
    PrevTeam = Team;
}

simulated event SetInitialState()
{
    Super.SetInitialState();

    Disable('Tick');
}

function bool StronglyRecommended(Actor S, int TeamIndex, Actor Objective)
{
    return bKeyVehicle;
}

//return a value indicating how useful this vehicle is to bots
function float BotDesireability(Actor S, int TeamIndex, Actor Objective)
{
    local bool bSameTeam;
    local PlayerController P;

    bSameTeam = ( GetTeamNum() == TeamIndex );
    if ( bSameTeam )
    {
        if ( Level.TimeSeconds < TeamUseTime )
            return 0;
        if ( !bKeyVehicle && (Level.TimeSeconds < PlayerStartTime) )
        {
            P = Level.GetLocalPlayerController();
            if ( (P == None) || ((P.Pawn != None) && (Vehicle(P.Pawn) == None)) )
                return 0;
        }
    }
    if ( !bKeyVehicle && !bStationary && (Level.TimeSeconds < VehicleLostTime) )
        return 0;
    else if (Health <= 0 || Occupied() || (bTeamLocked && !bSameTeam))
        return 0;

    if (bKeyVehicle)
        return 100;

    return ((MaxDesireability * 0.5) + (MaxDesireability * 0.5 * (float(Health) / HealthMax)));
}

simulated function Destroyed()
{
    local Vehicle   V, Prev;

    if ( ParentFactory != None )
        ParentFactory.VehicleDestroyed( Self );     // Notify parent factory of death

    if ( VehicleShadow != None )
        VehicleShadow.Destroy();                    // Destroy shadow projector

    if ( bAutoTurret && (Controller != None) && ClassIsChildOf(Controller.Class, AutoTurretControllerClass) && !Controller.bDeleteMe )
    {
        Controller.Destroy();
        Controller = None;
    }

    if ( Driver != None )
        Destroyed_HandleDriver();

    if ( Level.Game != None )
    {
        if ( Level.Game.VehicleList == Self )
            Level.Game.VehicleList = NextVehicle;
        else
        {
            Prev = Level.Game.VehicleList;
            if ( Prev != None )
                for ( V=Level.Game.VehicleList.NextVehicle; V!=None; V=V.NextVehicle )
                {
                    if ( V == self )
                    {
                        Prev.NextVehicle = NextVehicle;
                        break;
                    }
                    else
                        Prev = V;
                }
        }
    }

    super.Destroyed();
}

simulated function Destroyed_HandleDriver()
{
    local Pawn      OldDriver;

    Driver.LastRenderTime = LastRenderTime;
    if ( Role == ROLE_Authority )
    {
        // if Driver wasn't visible in vehicle, destroy it
        if ( Driver != None && !bRemoteControlled && !bEjectDriver && !bDrawDriverInTP && Driver.Health > 0 )
        {
            OldDriver = Driver;
            Driver = None;
            OldDriver.DrivenVehicle = None;
            if ( !OldDriver.bDeleteMe )
                OldDriver.Destroy();
        }
        else if ( !bRemoteControlled && !bEjectDriver )
        {
            // otherwise spawn dead karma body
            if (!bDrawDriverInTP && PlaceExitingDriver())
            {
                Driver.StopDriving(self);
                Driver.DrivenVehicle = self;
            }
            Driver.TearOffMomentum = Velocity * 0.25;
            Driver.Died(Controller, class'DamRanOver', Driver.Location);
        }
    }
    else if ( Driver.DrivenVehicle == self )
        Driver.StopDriving(self);
}

simulated function vector GetCameraLocationStart()
{
    return Location;
}

simulated function SpecialCalcBehindView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
{
    local vector CamLookAt, HitLocation, HitNormal, OffsetVector;
    local Actor HitActor;
    local vector x, y, z;

    if (DesiredTPCamDistance < TPCamDistance)
        TPCamDistance = FMax(DesiredTPCamDistance, TPCamDistance - CameraSpeed * (Level.TimeSeconds - LastCameraCalcTime));
    else if (DesiredTPCamDistance > TPCamDistance)
        TPCamDistance = FMin(DesiredTPCamDistance, TPCamDistance + CameraSpeed * (Level.TimeSeconds - LastCameraCalcTime));

    GetAxes(PC.Rotation, x, y, z);
    ViewActor = self;
    CamLookAt = GetCameraLocationStart() + (TPCamLookat >> Rotation) + TPCamWorldOffset;

    OffsetVector = vect(0, 0, 0);
    OffsetVector.X = -1.0 * TPCamDistance;

    CameraLocation = CamLookAt + (OffsetVector >> PC.Rotation);

    HitActor = Trace(HitLocation, HitNormal, CameraLocation, CamLookAt, true, vect(40, 40, 40));
    if ( HitActor != None
         && (HitActor.bWorldGeometry || HitActor == GetVehicleBase() || Trace(HitLocation, HitNormal, CameraLocation, CamLookAt, false, vect(40, 40, 40)) != None) )
            CameraLocation = HitLocation;

    CameraRotation = Normalize(PC.Rotation + PC.ShakeRot);
    CameraLocation = CameraLocation + PC.ShakeOffset.X * x + PC.ShakeOffset.Y * y + PC.ShakeOffset.Z * z;
}

simulated function SpecialCalcFirstPersonView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
{
    local quat CarQuat, LookQuat, ResultQuat;
    local vector VehicleZ, CamViewOffsetWorld, x, y, z;
    local float CamViewOffsetZAmount;

    GetAxes(PC.Rotation, x, y, z);
    ViewActor = self;

    if (bPCRelativeFPRotation)
    {
        CarQuat = QuatFromRotator(Rotation);
        CameraRotation = Normalize(PC.Rotation);
        LookQuat = QuatFromRotator(CameraRotation);
        ResultQuat = QuatProduct(LookQuat, CarQuat);
        CameraRotation = QuatToRotator(ResultQuat);
    }
    else
        CameraRotation = PC.Rotation;

    // Camera position is locked to car
    CamViewOffsetWorld = FPCamViewOffset >> CameraRotation;
    CameraLocation = GetCameraLocationStart() + (FPCamPos >> Rotation) + CamViewOffsetWorld;

    if(bFPNoZFromCameraPitch)
    {
        VehicleZ = vect(0,0,1) >> Rotation;
        CamViewOffsetZAmount = CamViewOffsetWorld Dot VehicleZ;
        CameraLocation -= CamViewOffsetZAmount * VehicleZ;
    }

    CameraRotation = Normalize(CameraRotation + PC.ShakeRot);
    CameraLocation = CameraLocation + PC.ShakeOffset.X * x + PC.ShakeOffset.Y * y + PC.ShakeOffset.Z * z;
}

// Special calc-view for vehicles
simulated function bool SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
{
    local PlayerController pc;

    pc = PlayerController(Controller);

    // Only do this mode we have a playercontroller
    if( (pc == None) || (pc.Viewtarget != self) )
        return false;

    if( pc.bBehindView )
        SpecialCalcBehindView(PC,ViewActor,CameraLocation,CameraRotation);
    else
        SpecialCalcFirstPersonView(PC,ViewActor,CameraLocation,CameraRotation);

    LastCameraCalcTime = Level.TimeSeconds;

    return true;
}

simulated function bool SpectatorSpecialCalcView(PlayerController Viewer, out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
{
    local rotator DummyRotation;

    if (Viewer.ViewTarget != self)
        return false;

    if (Viewer.bBehindView)
    {
        DesiredTPCamDistance = (TPCamDistRange.Max - TPCamDistRange.Min) * (Viewer.CameraDist / Viewer.CameraDistRange.Max) + TPCamDistRange.Min;
        SpecialCalcBehindView(Viewer, ViewActor, CameraLocation, CameraRotation);
    }
    else
        SpecialCalcFirstPersonView(Viewer, ViewActor, CameraLocation, DummyRotation); //use rotation set by playercontroller

    LastCameraCalcTime = Level.TimeSeconds;

    Viewer.SetLocation(CameraLocation);

    return true;
}

// Events called on driver entering/leaving vehicle

function Vehicle FindEntryVehicle(Pawn P)
{
    if ( AIController(P.Controller) != None )
        return self;
    if (VSize(P.Location - (Location + (EntryPosition >> Rotation))) < EntryRadius)
        return self;
    return None;
}

// The pawn Driver has tried to take control of this vehicle
function bool TryToDrive(Pawn P)
{
    if ( P.bIsCrouched ||  bNonHumanControl || (P.Controller == None) || (Driver != None) || (P.DrivenVehicle != None) || !P.Controller.bIsPlayer
         || P.IsA('Vehicle') || Health <= 0 )
        return false;

    if( !Level.Game.CanEnterVehicle(self, P) )
        return false;

    // Check vehicle Locking....
    if ( !bTeamLocked || P.GetTeamNum() == Team )
    {
        if ( bEnterringUnlocks && bTeamLocked )
            bTeamLocked = false;

        KDriverEnter( P );
        return true;
    }
    else
    {
        VehicleLocked( P );
        return false;
    }
}

event VehicleLocked( Pawn P );  // Pawn tried to enter vehicle, but it's locked!!

function PossessedBy(Controller C)
{
    local PlayerController PC;

    if ( bAutoTurret && (Controller != None) && ClassIsChildOf(Controller.Class, AutoTurretControllerClass) && !Controller.bDeleteMe )
    {
        Controller.Destroy();
        Controller = None;
    }

    super.PossessedBy( C );

    // Stole another team's vehicle, so set Team to new owner's team
    if ( C.GetTeamNum() != Team )
    {
        //add stat tracking event/variable here?
        if ( Team != 255 && PlayerController(C) != None )
        {
            if( StolenAnnouncement != '' )
                PlayerController(C).PlayRewardAnnouncement(StolenAnnouncement, 1);

            if( StolenSound != None )
                PlaySound( StolenSound,, 2.5*TransientSoundVolume,, 400);
        }

        if ( C.GetTeamNum() != 255 )
            SetTeamNum( C.GetTeamNum() );
    }

    NetPriority = 3;
    NetUpdateFrequency = 100;
    ThrottleTime = Level.TimeSeconds;
    bSpawnProtected = false;

    PC = PlayerController(C);
    if ( PC != None )
        ClientKDriverEnter( PC );

    if ( ParentFactory != None && ( !bAutoTurret || !ClassIsChildOf(C.Class, AutoTurretControllerClass) ) )
        ParentFactory.VehiclePossessed( Self );     // Notify parent factory
}

function UnPossessed()
{
    local PlayerController  PC;
    local Controller        NewController;
    local bool              bWasPlayer;

    StopWeaponFiring();
    PC = PlayerController(Controller);



    if ( PC != None )
    {
        bWasPlayer = true;
        ClientKDriverLeave(PC);
        if (bPCRelativeFPRotation && !PC.bBehindView)
            FixPCRotation(PC);
    }
    else
        ClientClearController();

    NetPriority = Default.NetPriority;          // restore original netpriority changed when possessing
    NetUpdateTime = Level.TimeSeconds - 1;
    NetUpdateFrequency = 8;

    super.UnPossessed();

    if ( ParentFactory != None && ( !bAutoTurret || (Controller == None) || !ClassIsChildOf(Controller.Class, AutoTurretControllerClass) ) )
        ParentFactory.VehicleUnPossessed( Self );       // Notify parent of UnPossessed()

    if ( Health > 0 && !bDeleteMe )
    {
        if ( bWasPlayer && bAutoTurret && (AutoTurretControllerClass != None) )
        {
            Controller      = None;
            NewController   = spawn(AutoTurretControllerClass);
            if ( NewController != None )
                NewController.Possess( Self );
        }
    }
}

function KDriverEnter(Pawn P)
{
    local Controller C;

    bDriving = True;
    StuckCount = 0;

    // We don't have pre-defined exit positions here, so we use the original player location as an exit point
    if ( !bRelativeExitPos )
    {
        PlayerEnterredRotation = P.Rotation;
        ExitPositions[0] =  P.Location + Vect(0,0,16);
    }

    // Set pawns current controller to control the vehicle pawn instead
    C = P.Controller;
    if ( !bCanCarryFlag && (C.PlayerReplicationInfo.HasFlag != None)  )
        P.DropFlag();

    Driver = P;
    Driver.StartDriving( Self );

    // Disconnect PlayerController from Driver and connect to SVehicle.
    C.bVehicleTransition = true; // to keep Bots from doing Restart()
    C.Unpossess();
    Driver.SetOwner( Self ); // This keeps the driver relevant.
    C.Possess( Self );
    C.bVehicleTransition = false;

    DrivingStatusChanged();

    if ( PlayerController(C) != None )
        VehicleLostTime = 0;

    AttachFlag(PlayerReplicationInfo.HasFlag);

    Level.Game.DriverEnteredVehicle(self, P);
}

function AttachFlag(Actor FlagActor)
{
    if ( !bDriverHoldsFlag && (FlagActor != None) )
    {
        AttachToBone(FlagActor,FlagBone);
        FlagActor.SetRelativeRotation(FlagRotation);
        FlagActor.SetRelativeLocation(FlagOffset);
    }
}

simulated event SetWheelsScale(float NewScale)
{
    WheelsScale = NewScale;
}

// Called from the PlayerController when player wants to get out.
event bool KDriverLeave( bool bForceLeave )
{
    local Controller C;
    local PlayerController  PC;
    local bool havePlaced;

    if( !bForceLeave && !Level.Game.CanLeaveVehicle(self, Driver) )
        return false;

    if ( (PlayerReplicationInfo != None) && (PlayerReplicationInfo.HasFlag != None) )
        Driver.HoldFlag(PlayerReplicationInfo.HasFlag);

    // Do nothing if we're not being driven
    if (Controller == None )
        return false;

    // Before we can exit, we need to find a place to put the driver.
    // Iterate over array of possible exit locations.

    if ( (Driver != None) && (!bRemoteControlled || bHideRemoteDriver) )
    {
        Driver.bHardAttach = false;
        Driver.bCollideWorld = true;
        Driver.SetCollision(true, true);
        havePlaced = PlaceExitingDriver();

        // If we could not find a place to put the driver, leave driver inside as before.
        if (!havePlaced && !bForceLeave )
        {
            Driver.bHardAttach = true;
            Driver.bCollideWorld = false;
            Driver.SetCollision(false, false);
            return false;
        }
    }

    bDriving = False;

    // Reconnect Controller to Driver.
    C = Controller;
    if (C.RouteGoal == self)
        C.RouteGoal = None;
    if (C.MoveTarget == self)
        C.MoveTarget = None;
    C.bVehicleTransition = true;
    Controller.UnPossess();

    if ( (Driver != None) && (Driver.Health > 0) )
    {
        Driver.SetOwner( C );
        C.Possess( Driver );

        PC = PlayerController(C);
        if ( PC != None )
            PC.ClientSetViewTarget( Driver ); // Set playercontroller to view the person that got out

        Driver.StopDriving( Self );
    }
    C.bVehicleTransition = false;

    if ( C == Controller )  // If controller didn't change, clear it...
        Controller = None;

    Level.Game.DriverLeftVehicle(self, Driver);

    // Car now has no driver
    Driver = None;

    DriverLeft();

    // Put brakes on before you get out :)
    Throttle    = 0;
    Steering    = 0;
    Rise        = 0;

    return true;
}

// DriverLeft() called by KDriverLeave()
function DriverLeft()
{
    DrivingStatusChanged();
}

simulated event UpdateTiltForceFeedback()
{
    local rotator SpringCenter;
    local float pitch, roll;
    local PlayerController PC;

    PC = PlayerController(Controller);
    if ( PC != None )
    {
        SpringCenter = rotation;
        pitch = Clamp(SpringCenter.Pitch, -CenterSpringRangePitch, CenterSpringRangePitch);
        roll = Clamp(SpringCenter.Roll, -CenterSpringRangeRoll, CenterSpringRangeRoll);
        pitch /= CenterSpringRangePitch;
        roll /= CenterSpringRangeRoll;
        PC.ChangeSpringFeedbackEffect(CenterSpringForce, roll, pitch);
    }
}

simulated function ClientKDriverEnter(PlayerController PC)
{
//	PC.bFreeCamera = true;

    // Set rotation of camera when getting into vehicle based on bZeroPCRotOnEntry
    if ( bZeroPCRotOnEntry )
        PC.SetRotation( rot(0, 0, 0) );

    //set starting camera distance to local player's preferences
    TPCamDistance = default.TPCamDistance;
    DesiredTPCamDistance = TPCamDistance;

    if (!PC.bBehindView)
       ActivateOverlay(True);

    if ( PC.bEnableGUIForceFeedback
        &&  PC.bForceFeedbackSupported
        &&  (Viewport(PC.Player) != None) )
    {
        if ( (CenterSpringRangePitch > 0) && (CenterSpringRangeRoll > 0) )
            UpdateTiltForceFeedback();
        PC.ClientPlayForceFeedback(CenterSpringForce);
    }

    if (Driver!=None)
    {
        Driver.AmbientSound=none;
        if (Driver.Weapon!=None)
            Driver.Weapon.AmbientSound=none;
    }


}

simulated function ClientClearController()
{
    ActivateOverlay(False);
}

simulated function ClientKDriverLeave(PlayerController PC)
{
//	PC.bFreeCamera = false;

    // Stop messing with bOwnerNoSee
    if ( Driver != None )
        Driver.bOwnerNoSee = Driver.default.bOwnerNoSee;

    if (PC.bEnableGUIForceFeedback)
        PC.StopForceFeedback(CenterSpringForce);

    bWeaponisFiring = False;
    bWeaponisAltFiring = False;

    ActivateOverlay(False);
}

simulated function ActivateOverlay(bool bActive)
{
    if (bActive)
    {
        if (HUDOverlayClass != None && HUDOverlay == None)
            HUDOverlay = spawn(HUDOverlayClass);
    }
    else if (HUDOverlay != None)
        HUDOverlay.Destroy();
}

//seperate replicated function called from UnPossessed() to make PC rotation no longer relative to vehicle
//needed because PC.bBehindView will get screwed around with as a result of unpossessing vehicle and repossessing Driver
simulated function FixPCRotation(PlayerController PC)
{
    PC.SetRotation(rotator(vector(PC.Rotation) >> Rotation));
}

simulated function AttachDriver(Pawn P)
{
    local vector AttachPos;

    P.bHardAttach = true;
    AttachPos = Location + (DrivePos >> Rotation);
    P.SetLocation( AttachPos );
    P.SetPhysics( PHYS_None );
    P.SetBase( Self );
    P.SetRelativeRotation( DriveRot );
}

simulated function DetachDriver(Pawn P) {}

function bool PlaceExitingDriver()
{
    local int       i, j;
    local vector    tryPlace, Extent, HitLocation, HitNormal, ZOffset, RandomSphereLoc;
    local float BestDir, NewDir;

    if ( Driver == None )
        return false;
    Extent = Driver.default.CollisionRadius * vect(1,1,0);
    Extent.Z = Driver.default.CollisionHeight;
    ZOffset = Driver.default.CollisionHeight * vect(0,0,1);

    //avoid running driver over by placing in direction perpendicular to velocity
    if ( VSize(Velocity) > 100 )
    {
        tryPlace = Normal(Velocity cross vect(0,0,1)) * (CollisionRadius + Driver.default.CollisionRadius ) * 1.25 ;
        if ( (Controller != None) && (Controller.DirectionHint != vect(0,0,0)) )
        {
            if ( (tryPlace dot Controller.DirectionHint) < 0 )
                tryPlace *= -1;
        }
        else if ( FRand() < 0.5 )
                tryPlace *= -1; //randomly prefer other side
        if ( (Trace(HitLocation, HitNormal, Location + tryPlace + ZOffset, Location + ZOffset, false, Extent) == None && Driver.SetLocation(Location + tryPlace + ZOffset))
             || (Trace(HitLocation, HitNormal, Location - tryPlace + ZOffset, Location + ZOffset, false, Extent) == None && Driver.SetLocation(Location - tryPlace + ZOffset)) )
            return true;
    }

    if ( (Controller != None) && (Controller.DirectionHint != vect(0,0,0)) )
    {
        // first try best position
        tryPlace = Location;
        BestDir = 0;
        for( i=0; i<ExitPositions.Length; i++)
        {
            NewDir = Normal(ExitPositions[i] - Location) Dot Controller.DirectionHint;
            if ( NewDir > BestDir )
            {
                BestDir = NewDir;
                tryPlace = ExitPositions[i];
            }
        }
        Controller.DirectionHint = vect(0,0,0);
        if ( tryPlace != Location )
        {
            if ( bRelativeExitPos )
            {
                if ( ExitPositions[0].Z != 0 )
                    ZOffset = Vect(0,0,1) * ExitPositions[0].Z;
                else
                    ZOffset = Driver.default.CollisionHeight * vect(0,0,2);

                tryPlace = Location + ( (tryPlace-ZOffset) >> Rotation) + ZOffset;

                // First, do a line check (stops us passing through things on exit).
                if ( (Trace(HitLocation, HitNormal, tryPlace, Location + ZOffset, false, Extent) == None)
                    && Driver.SetLocation(tryPlace) )
                    return true;
            }
            else if ( Driver.SetLocation(tryPlace) )
                return true;
        }
    }

    if ( !bRelativeExitPos )
    {
        for( i=0; i<ExitPositions.Length; i++)
        {
            tryPlace = ExitPositions[i];

            if ( Driver.SetLocation(tryPlace) )
                return true;
            else
            {
                for (j=0; j<10; j++) // try random positions in a sphere...
                {
                    RandomSphereLoc = VRand()*200* FMax(FRand(),0.5);
                    RandomSphereLoc.Z = Extent.Z * FRand();

                    // First, do a line check (stops us passing through things on exit).
                    if ( Trace(HitLocation, HitNormal, tryPlace+RandomSphereLoc, tryPlace, false, Extent) == None )
                    {
                        if ( Driver.SetLocation(tryPlace+RandomSphereLoc) )
                            return true;
                    }
                    else if ( Driver.SetLocation(HitLocation) )
                        return true;
                }
            }
        }
        return false;
    }

    for( i=0; i<ExitPositions.Length; i++)
    {
        if ( ExitPositions[0].Z != 0 )
            ZOffset = Vect(0,0,1) * ExitPositions[0].Z;
        else
            ZOffset = Driver.default.CollisionHeight * vect(0,0,2);

        tryPlace = Location + ( (ExitPositions[i]-ZOffset) >> Rotation) + ZOffset;

        // First, do a line check (stops us passing through things on exit).
        if ( Trace(HitLocation, HitNormal, tryPlace, Location + ZOffset, false, Extent) != None )
            continue;

        // Then see if we can place the player there.
        if ( !Driver.SetLocation(tryPlace) )
            continue;

        return true;
    }
    return false;
}

function Pawn CheckForHeadShot(Vector loc, Vector ray, float AdditionalScale)
{
    return None;
}

function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
                        Vector momentum, class<DamageType> damageType)
{
    local int ActualDamage;
    local Controller Killer;

    // Spawn Protection: Cannot be destroyed by a player until possessed
    if ( bSpawnProtected && instigatedBy != None && instigatedBy != Self )
        return;

    NetUpdateTime = Level.TimeSeconds - 1; // force quick net update

    if (DamageType != None)
    {
        if ((instigatedBy == None || instigatedBy.Controller == None) && DamageType.default.bDelayedDamage && DelayedDamageInstigatorController != None)
            instigatedBy = DelayedDamageInstigatorController.Pawn;

        Damage *= DamageType.default.VehicleDamageScaling;
        momentum *= DamageType.default.VehicleMomentumScaling * MomentumMult;

            if (bShowDamageOverlay && DamageType.default.DamageOverlayMaterial != None && Damage > 0 )
                SetOverlayMaterial( DamageType.default.DamageOverlayMaterial, DamageType.default.DamageOverlayTime, false );
    }

    if (bRemoteControlled && Driver!=None)
    {
        ActualDamage = Damage;
        if (Weapon != None)
            Weapon.AdjustPlayerDamage(ActualDamage, InstigatedBy, HitLocation, Momentum, DamageType );
        if (InstigatedBy != None && InstigatedBy.HasUDamage())
            ActualDamage *= 2;

        ActualDamage = Level.Game.ReduceDamage(ActualDamage, self, instigatedBy, HitLocation, Momentum, DamageType);

        if (Health - ActualDamage <= 0)
            KDriverLeave(false);
    }

    if ( Physics != PHYS_Karma )
    {
        super.TakeDamage(Damage,InstigatedBy,HitLocation,Momentum,DamageType);
        return;
    }

    if (Weapon != None)
            Weapon.AdjustPlayerDamage(Damage, InstigatedBy, HitLocation, Momentum, DamageType );
    if (InstigatedBy != None && InstigatedBy.HasUDamage())
        Damage *= 2;
    ActualDamage = Level.Game.ReduceDamage(Damage, self, instigatedBy, HitLocation, Momentum, DamageType);
    Health -= ActualDamage;

    PlayHit(actualDamage, InstigatedBy, hitLocation, damageType, Momentum);
    // The vehicle is dead!
    if ( Health <= 0 )
    {

        if ( Driver!=None && (bEjectDriver || bRemoteControlled) )
        {
            if ( bEjectDriver )
                EjectDriver();
            else
                KDriverLeave( false );
        }

        // pawn died
        if ( instigatedBy != None )
            Killer = instigatedBy.GetKillerController();
        if ( Killer == None && (DamageType != None) && DamageType.Default.bDelayedDamage )
            Killer = DelayedDamageInstigatorController;
        Died(Killer, damageType, HitLocation);
    }
    else if ( Controller != None )
        Controller.NotifyTakeHit(instigatedBy, HitLocation, actualDamage, DamageType, Momentum);

    MakeNoise(1.0);

    if ( !bDeleteMe )
    {
        if ( Location.Z > Level.StallZ )
            Momentum.Z = FMin(Momentum.Z, 0);
        KAddImpulse(Momentum, hitlocation);
    }
}

function bool HealDamage(int Amount, Controller Healer, class<DamageType> DamageType)
{
    if ( PlayerController(Healer) != None )
        PlayerStartTime = Level.TimeSeconds + 3;
    if (Health <= 0 || Health >= HealthMax || Amount <= 0 || Healer == None || !TeamLink(Healer.GetTeamNum()))
        return false;

    Health = Min(Health + (Amount * LinkHealMult), HealthMax);
    NetUpdateTime = Level.TimeSeconds - 1;
    return true;
}

//determine if radius damage that hit the vehicle should damage the driver
function DriverRadiusDamage(float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation)
{
    local float damageScale, dist;
    local vector dir;

    //if driver has collision, whatever is causing the radius damage will hit the driver by itself
    if (EventInstigator == None || Driver == None || Driver.bCollideActors || bRemoteControlled)
        return;

    dir = Driver.Location - HitLocation;
    dist = FMax(1, VSize(dir));
    dir = dir/dist;
    damageScale = 1 - FMax(0,(dist - Driver.CollisionRadius)/DamageRadius);
    if (damageScale <= 0)
        return;

    Driver.SetDelayedDamageInstigatorController(EventInstigator);
    Driver.TakeDamage( damageScale * DamageAmount, EventInstigator.Pawn, Driver.Location - 0.5 * (Driver.CollisionHeight + Driver.CollisionRadius) * dir,
               damageScale * Momentum * dir, DamageType );
}


function DriverDied()
{
    local Controller C;

    Level.Game.DiscardInventory( Driver );
    if (PlayerReplicationInfo != None && PlayerReplicationInfo.HasFlag != None)
        PlayerReplicationInfo.HasFlag.Drop(0.5 * Velocity);

    if ( Driver == None )
        return;
    C = Controller;
    Driver.StopDriving( Self );
    Driver.Controller = C;
    Driver.DrivenVehicle = self; //for in game stats, so it knows pawn was killed inside a vehicle

    if ( Controller == None )
        return;

    if ( PlayerController(Controller) != None )
    {
        Controller.SetLocation(Location);
        PlayerController(Controller).SetViewTarget( Driver );
        PlayerController(Controller).ClientSetViewTarget( Driver );
    }

    Controller.Unpossess();
    if ( Controller == C )
        Controller = None;
    C.Pawn = Driver;

    Level.Game.DriverLeftVehicle(self, Driver);

    // Car now has no driver
    Driver = None;
    bDriving = false;

    // Put brakes on before you get out :)
    Throttle    = 0;
    Steering    = 0;
    Rise        = 0;
}

function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
{
    local PlayerController PC;
    local Controller C;

    if ( bDeleteMe || Level.bLevelChange )
        return; // already destroyed, or level is being cleaned up

    if ( Physics != PHYS_Karma )
    {
        super.Died(Killer, damageType, HitLocation);
        return;
    }

    if ( Level.Game.PreventDeath(self, Killer, damageType, HitLocation) )
    {
        Health = max(Health, 1); //mutator should set this higher
        return;
    }
    Health = Min(0, Health);

    if ( Controller != None )
    {
        C = Controller;
        C.WasKilledBy(Killer);
        Level.Game.Killed(Killer, C, self, damageType);
        if( C.bIsPlayer )
        {
            PC = PlayerController(C);
            if ( PC != None )
                ClientKDriverLeave(PC); // Just to reset HUD etc.
            else
                ClientClearController();
            if ( (bRemoteControlled || bEjectDriver) && (Driver != None) && (Driver.Health > 0) )
            {
                C.Unpossess();
                C.Possess(Driver);

                if ( bEjectDriver )
                    EjectDriver();

                Driver = None;
            }
            else
                C.PawnDied(self);
        }

        if ( !C.bIsPlayer && !C.bDeleteMe )
            C.Destroy();
    }
    else
        Level.Game.Killed(Killer, Controller(Owner), self, damageType);

    if ( Killer != None )
        TriggerEvent(Event, self, Killer.Pawn);
    else
        TriggerEvent(Event, self, None);

    if ( IsHumanControlled() )
        PlayerController(Controller).ForceDeathUpdate();

    if ( !bDeleteMe )
        Destroy(); // Destroy the vehicle itself (see Destroyed)
}

function AdjustDriverDamage(out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)
{
    if ( InGodMode() )
        Damage = 0;
    else
        Damage *= DriverDamageMult;
}

function EjectDriver()
{
    local Pawn      OldPawn;
    local vector    EjectVel;

    OldPawn = Driver;

    KDriverLeave( true );

    if ( OldPawn == None )
        return;

    EjectVel    = VRand();
    EjectVel.Z  = 0;
    EjectVel    = (Normal(EjectVel)*0.2 + Vect(0,0,1)) * EjectMomentum;

    OldPawn.Velocity = EjectVel;

    // Spawn Protection
    OldPawn.SpawnTime = Level.TimeSeconds;
    OldPawn.PlayTeleportEffect( false, false);
}

// Input
function UsedBy( Pawn user )
{
    if ( Driver != None )
            return;

    // Enter vehicle code
    TryToDrive( User );
}

function Fire( optional float F )
{
    VehicleFire( false );
    bWeaponIsFiring = true;
}

function AltFire( optional float F )
{
    VehicleFire( true );
    bWeaponIsAltFiring = true;
}

function ClientVehicleCeaseFire(bool bWasAltFire)
{
    if (bWasAltFire)
        bWeaponIsAltFiring = false;
    else
        bWeaponIsFiring = false;

    VehicleCeaseFire(bWasAltFire);
}

// Do some server-side vehicle firing stuff
function VehicleFire(bool bWasAltFire)
{
    if ( bWasAltFire )
        bWeaponIsAltFiring = true;
    else
        bWeaponIsFiring = true;
}

function VehicleCeaseFire(bool bWasAltFire)
{
    if ( bWasAltFire )
        bWeaponIsAltFiring = false;
    else
        bWeaponIsFiring = false;
}

state UnDeployed
{
    function VehicleFire(bool bWasAltFire)
    {
        Global.VehicleFire(bWasAltFire);
    }

    function VehicleCeaseFire(bool bWasAltFire)
    {
        Global.VehicleCeaseFire(bWasAltFire);
    }
}

state Deployed
{
    function VehicleFire(bool bWasAltFire)
    {
        Global.VehicleFire(bWasAltFire);
    }

    function VehicleCeaseFire(bool bWasAltFire)
    {
        Global.VehicleCeaseFire(bWasAltFire);
    }
}

function bool StopWeaponFiring()
{
    local bool bResult;

    if ( bWeaponIsFiring )
    {
        ClientVehicleCeaseFire( false );
        bWeaponIsFiring = false;
        bResult = true;
    }
    if ( bWeaponIsAltFiring )
    {
        ClientVehicleCeaseFire( true );
        bWeaponIsAltFiring = false;
        bResult = true;
    }
    return bResult;
}


event UpdateEyeHeight( float DeltaTime )
{
    local Controller C;

    if ( Controller != None && Controller.IsA('PlayerController') )
        Controller.AdjustView( DeltaTime );

    for ( C=Level.ControllerList; C!=None; C=C.NextController )
        if ( C.IsA('PlayerController') && (PlayerController(C).ViewTarget == self) )
            return;

    bUpdateEyeHeight =false;
    Eyeheight = BaseEyeheight;
}

// Vehicles ignore 'face rotation'.
simulated function FaceRotation( rotator NewRotation, float DeltaTime ) {}

simulated event SetAnimAction(name NewAction)
{
    if ( bDrawDriverInTP && (Driver != None) )
        Driver.SetAnimAction(NewAction);
}

// Vehicles dont get telefragged.
event EncroachedBy(Actor Other) {}

// RanInto() called for encroaching actors which successfully moved the other actor out of the way
event RanInto(Actor Other)
{
    local vector Momentum;
    local float Speed;

    if (Pawn(Other) == None || Vehicle(Other) != None || Other == Instigator || Other.Role != ROLE_Authority)
        return;

    Speed = VSize(Velocity);
    if (Speed > MinRunOverSpeed)
    {
        Momentum = Velocity * 0.25 * Other.Mass;

        if (Controller != None && Controller.SameTeamAs(Pawn(Other).Controller))
            Momentum += Speed * 0.25 * Other.Mass * Normal(Velocity cross vect(0,0,1));
        if (RanOverSound != None)
            PlaySound(RanOverSound,,TransientSoundVolume*2.5);

            Other.TakeDamage(int(Speed * 0.075), Instigator, Other.Location, Momentum, RanOverDamageType);
    }
}

// This will get called if we couldn't move a pawn out of the way.
function bool EncroachingOn(Actor Other)
{
    if ( Other == None || Other == Instigator || Other.Role != ROLE_Authority || (!Other.bCollideActors && !Other.bBlockActors)
         || VSize(Velocity) < 10 )
        return false;

    // If its a non-vehicle pawn, do lots of damage.
    if( (Pawn(Other) != None) && (Vehicle(Other) == None) )
    {
        Other.TakeDamage(10000, Instigator, Other.Location, Velocity * Other.Mass, CrushedDamageType);
        return false;
    }
}

simulated function bool FindValidTaunt( out name Sequence )
{
    if ( !bDrawDriverInTP || (Driver == None) )
        return false;
    return Driver.FindValidTaunt(Sequence);
}

simulated function bool CheckTauntValid( name Sequence )
{
    if ( !bDrawDriverInTP || (Driver == None) )
        return false;
    return Driver.CheckTauntValid(Sequence);
}


// AI code
function bool Occupied()
{
    return ( Controller != None );
}

function float ReservationCostMultiplier()
{
    return 1.0;
}

function float NewReservationCostMultiplier(Pawn P)
{
    return ReservationCostMultiplier();
}

function bool ChangedReservation(Pawn P)
{
    return false;
}

function bool SpokenFor(Controller C)
{
    return false;
}

function SetReservation(controller C);

function Vehicle OpenPositionFor(Pawn P)
{
    if ( Controller == None )
        return self;
    return None;
}

simulated function bool IndependentVehicle()
{
    return true;
}

function Actor GetBestEntry(Pawn P)
{
    return self;
}

function Vehicle GetMoveTargetFor(Pawn P)
{
    return self;
}

simulated event DrivingStatusChanged()
{
    local PlayerController PC;

    PC = Level.GetLocalPlayerController();

    if (bDriving && PC != None && (PC.ViewTarget == None || !(PC.ViewTarget.IsJoinedTo(self))))
        bDropDetail = (Level.bDropDetail || (Level.DetailMode == DM_Low));
    else
        bDropDetail = False;

    if (bDriving)
        Enable('Tick');
    else
        Disable('Tick');
}

// TakeWaterDamage() called every tick when WaterDamage>0 and PhysicsVolume.bWaterVolume=true
event TakeWaterDamage(float DeltaTime)
{
    local vector HitLocation,HitNormal;
    local actor EntryActor;

    TakeDamage(WaterDamage * DeltaTime, Self, vect(0,0,0), vect(0,0,0), VehicleDrowningDamType);

    if ( (Level.TimeSeconds - SplashTime > 0.3) && (PhysicsVolume.PawnEntryActor != None) && !Level.bDropDetail && (Level.DetailMode != DM_Low) && EffectIsRelevant(Location,false)
        && (VSize(Velocity) > 300) )
    {
        SplashTime = Level.TimeSeconds;
        if ( !PhysicsVolume.TraceThisActor(HitLocation, HitNormal, Location - CollisionHeight*vect(0,0,1), Location + CollisionHeight*vect(0,0,1)) )    
        {
            EntryActor = Spawn(PhysicsVolume.PawnEntryActor,self,,HitLocation,rot(16384,0,0));
        }
    }
}

// LockOnWarning() called every LockWarningInterval when bEnemyLockedOn is true (on server/standalone)
event LockOnWarning()
{
    local   class<LocalMessage> LockOnClass;

    LockOnClass = class<LocalMessage>(DynamicLoadObject(LockOnClassString, class'class'));
    PlayerController(Controller).ReceiveLocalizedMessage(LockOnClass, 12);
    LastLockWarningTime = Level.TimeSeconds;
}

/* PointOfView()
called by controller when possessing this pawn
false = 1st person, true = 3rd person
*/
simulated function bool PointOfView()
{
    if (!bAllowViewChange)
        return true;

    return default.bDesiredBehindView;
}

// Spawn FX
function PlayTeleportEffect( bool bOut, bool bSound)
{
    local Actor         A;
    local class<Actor>  TransEffect;

    if ( (GetTeam() == None) || (GetTeam().TeamIndex == 0) )
        TransEffect = class<Actor>(DynamicLoadObject(TransEffects[0], class'Class'));
    else
        TransEffect = class<Actor>(DynamicLoadObject(TransEffects[1], class'Class'));

    if ( TransEffect != None )
        A = Spawn(TransEffect,,,Location + CollisionHeight * vect(0,0,0.75));

    // for fast moving vehicles, make the effect sticky
    if ( A != None )
        A.SetBase( Self );

    super.PlayTeleportEffect( bOut, bSound );
}

simulated event PlayDying(class<DamageType> DamageType, vector HitLoc) {}

simulated function int GetTeamNum()
{
    if ( Role == Role_Authority && Team == 255 && (Controller != None) )
       SetTeamNum( Controller.GetTeamNum() );

    return Team;
}

//Notify vehicle that an enemy has locked on to it
event NotifyEnemyLockedOn()
{
    bEnemyLockedOn = true;
}

function IncomingMissile(Projectile P);

//Notify vehicle that an enemy has lost the lock
event NotifyEnemyLostLock()
{
    bEnemyLockedOn = false;
}

/*
Team is changed when vehicle is possessed
and PrevTeam is restored when vehicle is unpossessed
*/
function SetTeamNum(byte T)
{
    PrevTeam    = Team;
    Team        = T;

    if ( PrevTeam != Team )
        TeamChanged();
}

simulated event TeamChanged() {}

simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
{
    super.DisplayDebug(Canvas, YL, YPos);

    Canvas.SetDrawColor(255,255,255);
    Canvas.DrawText("Steering "$Steering$" throttle "$Throttle$" rise "$Rise);

    if ( Driver != None )
    {
        YPos += YL;
        YPos += YL;
        Canvas.SetPos(0, YPos);
        Canvas.SetDrawColor(0,0,255);
        Canvas.DrawText("--- DRIVER");
        Canvas.SetPos(4, YPos);
        Driver.DisplayDebug( Canvas, YL, YPos );
    }
}

function Actor ShootSpecial(Actor A)
{
    local Controller OldController;

    if ( !Controller.bCanDoSpecial || (Weapon == None) )
        return None;

    Controller = OldController;
    if ( KDriverLeave(false) && (OldController.Pawn != None) )
    {
        OldController.Pawn.SetRotation(rotator(A.Location - OldController.Pawn.Location));
        OldController.Focus = A;
        OldController.FireWeaponAt(A);
    }
    return A;
}

//Vehicles stall when they go above the level's StallZ
simulated event Stalled();
simulated event UnStalled();

simulated function NextWeapon()
{
    local PlayerController PC;

    if ( Level.Pauser != None )
        return;

    PC = PlayerController(Controller);
    if (PC == None)
        return;

    if (!PC.bBehindView)
    {
        PC.BehindView(true);
    DesiredTPCamDistance = TPCamDistRange.Min;
    TPCamDistance = DesiredTPCamDistance;
    }
    else
    DesiredTPCamDistance = Min(DesiredTPCamDistance + 100, TPCamDistRange.Max);

    default.TPCamDistance = DesiredTPCamDistance;
    StaticSaveConfig();
}

simulated function PrevWeapon()
{
    local PlayerController PC;

    if ( Level.Pauser != None )
        return;

    PC = PlayerController(Controller);
    if (PC == None || !PC.bBehindView)
        return;

    if (DesiredTPCamDistance ~= TPCamDistRange.Min)
        PC.BehindView(false);
    else
    {
    DesiredTPCamDistance = Max(DesiredTPCamDistance - 100, TPCamDistRange.Min);
    default.TPCamDistance = DesiredTPCamDistance;
    StaticSaveConfig();
    }
}

function bool TeamLink(int TeamNum)
{
    return (LinkHealMult > 0 && Team == TeamNum && Health > 0);
}

event bool NeedsFlip()
{
    local vector worldUp, gravUp;
    local float GravMag;

    GravMag = VSize(PhysicsVolume.Gravity);
    if( GravMag < 0.1 )
        gravUp = vect(0,0,1);
    else
        gravUp = -1.0 * (PhysicsVolume.Gravity/GravMag);

    worldUp = vect(0,0,1) >> Rotation;
    if (worldUp Dot gravUp < -0.5)
        return true;

    return false;
}

function Flip(vector HitNormal, float ForceScale);

simulated function float ChargeBar();

simulated function ClientPlayForceFeedback( String EffectName )
{
    local PlayerController PC;

    PC = PlayerController(Controller);
    //if ( PC != None && PC.bEnableVehicleForceFeedback )
    if ( PC != None && PC.bEnableGUIForceFeedback )
    {
        PC.ClientPlayForceFeedback( EffectName );
    }
}

simulated function StopForceFeedback( String EffectName )
{
    local PlayerController PC;

    PC = PlayerController(Controller);
    //if ( PC != None && PC.bEnableVehicleForceFeedback )
    if ( PC != None && PC.bEnableGUIForceFeedback )
    {
        PC.StopForceFeedback( EffectName );
    }
}

function ServerPlayHorn(int HornIndex)
{
    if( (Level.TimeSeconds - LastHornTime > 3.0) && (HornIndex >= 0) && (HornIndex < HornSounds.Length) )
    {
        PlaySound( HornSounds[HornIndex],, 3.5*TransientSoundVolume,, 800);
        LastHornTime = Level.TimeSeconds;
    }
}

simulated function int NumPassengers()
{
    if ( Driver != None )
        return 1;
    return 0;
}

function Pawn GetInstigator()
{
    return Self;
}

function AIController GetBotPassenger()
{
    return AIController(Controller);
}

event bool IsVehicleEmpty()
{
    return (Driver == None);
}

function bool HasOccupiedTurret()
{
    return false;
}

function float AdjustedStrength()
{
    if (bStationary && bDefensive)
        return 1.0;

    return 0;
}

static function StaticPrecache(LevelInfo L);

function int GetSpree()
{
    if (Driver != None)
        return Driver.GetSpree();

    return 0;
}

function IncrementSpree()
{
    if (Driver != None)
        Driver.IncrementSpree();
}

simulated function POVChanged(PlayerController PC, bool bBehindViewChanged)
{
    if (PC.bBehindView)
    {
        if (bBehindViewChanged && bPCRelativeFPRotation)
            PC.SetRotation(rotator(vector(PC.Rotation) >> Rotation));

        bOwnerNoSee = false;

        if (Driver != None)
        {
            if (bDrawDriverInTP)
                Driver.bOwnerNoSee = false;
            else
                Driver.bOwnerNoSee = true;
        }

        if (PC == Controller)   // No overlays for spectators
            ActivateOverlay(False);
    }
    else
    {
        if (bPCRelativeFPRotation)
            PC.SetRotation(rotator(vector(PC.Rotation) << Rotation));

        if (bDrawMeshInFP)
            bOwnerNoSee = false;
        else
            bOwnerNoSee = true;

        if (Driver != None)
        {
            Driver.bOwnerNoSee = true;
        }

        if (bDriving && PC == Controller)   // No overlays for spectators
            ActivateOverlay(True);
    }
}

function PlayTakeHit(vector HitLocation, int Damage, class<DamageType> DamageType)
{
    local int SoundNum;

    if (IndependentVehicle() && DamageType.Default.bBulletHit && BulletSounds.Length > 0)
    {
        SoundNum = Rand(BulletSounds.Length);

        if (Controller != None && Controller == Level.GetLocalPlayerController())
            PlayOwnedSound(BulletSounds[SoundNum], SLOT_None, 2.0, False, 400);
        else
            PlayOwnedSound(BulletSounds[SoundNum], SLOT_None, 2.0, False, 100);
    }
}

function array<Vehicle> GetTurrets();

function CheckSuperBerserk();

// Used to override locking actors.  Returns who the aggressor really should lock on to

event bool VerifyLock(actor Aggressor, out actor NewTarget)
{
    return true;
}

// Returns any alternate target actor for this vehicle if it has one

simulated function actor AlternateTarget()
{
    return None;
}

function ShouldTargetMissile(Projectile P)
{
    local AIController C;

    C = AIController(Controller);
    if (C != None && C.Skill >= 5.0 && (C.Enemy == None || !C.LineOfSightTo(C.Enemy)) )
        ShootMissile(P);
}

function ShootMissile(Projectile P)
{
    Controller.Focus = P;
    Controller.FireWeaponAt(P);
}

function bool ImportantVehicle()
{
    return false;
}

function bool IsArtillery()
{
    return false;
}

//=============================================================================
// defaultproperties
//=============================================================================

defaultproperties
{
     bVehicleShadows=True
     bDrawVehicleShadow=True
     bRelativeExitPos=True
     bZeroPCRotOnEntry=True
     bPCRelativeFPRotation=True
     bAllowViewChange=True
     bAdjustDriversHead=True
     bDesiredBehindView=True
     bDriverHoldsFlag=True
     bCanCarryFlag=True
     Team=255
     OldTeam=255
     PrevTeam=255
     EjectMomentum=1000.000000
     DriveAnim="Vehicle_Driving"
     EntryRadius=100.000000
     TPCamDistance=600.000000
     CenterSpringForce="SpringONSHoverBike"
     CenterSpringRangePitch=2000
     CenterSpringRangeRoll=2000
     TPCamLookat=(X=-100.000000,Z=100.000000)
     CameraSpeed=500.000000
     TPCamDistRange=(Min=50.000000,Max=1500.000000)
     MaxViewYaw=16000
     MaxViewPitch=16000
     TransEffects(0)="XEffects.TransEffectRed"
     TransEffects(1)="XEffects.TransEffectBlue"
     ShadowMaxTraceDist=350.000000
     ShadowCullDistance=1500.000000
     MomentumMult=4.000000
     DriverDamageMult=1.000000
     LockOnClassString="Onslaught.ONSOnslaughtMessage"
     LockWarningInterval=1.500000
     VehiclePositionString="in a vehicle"
     VehicleNameString="Vehicle"
     RanOverDamageType=Class'Engine.DamRanOver'
     CrushedDamageType=Class'Engine.Crushed'
     LinkHealMult=0.350000
     MaxDesireability=0.500000
     ObjectiveGetOutDist=1000.000000
     bCanBeBaseForPawns=True
     bDontPossess=True
     bUseCompressedPosition=False
     SightRadius=15000.000000
     WalkingPct=1.000000
     CrouchedPct=1.000000
     LandMovementState="PlayerDriving"
     NetUpdateFrequency=4.000000
     NetPriority=1.000000
     bForceSkelUpdate=True
     CollisionRadius=120.000000
     CollisionHeight=50.000000
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Mon 23/10/2006 20:25:16.000 - Creation time: Wed 7/2/2007 19:16:58.375 - Created with UnCodeX