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Onslaught.ONSChopperCraft


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class ONSChopperCraft extends ONSVehicle
    abstract
    native
    nativereplication;

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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
{
     PushForce=100000.000000
     bFollowLookDir=True
     bPCRelativeFPRotation=False
     bCanFly=True
     bCanStrafe=True
     bCanBeBaseForPawns=False
     GroundSpeed=1200.000000
}

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Class file time: Wed 7/2/2007 19:12:22.000 - Creation time: Wed 7/2/2007 19:16:46.218 - Created with UnCodeX