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//============================================================================= // SVehicle // karma physics subclass of vehicle, including networking support //============================================================================= class SVehicle extends Vehicle native abstract; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) var (SVehicle) editinline export array<SVehicleWheel> Wheels; // Wheel data var const bool bVehicleOnGround; // OUTPUT: True if _any_ SVehicleWheel is currently touching the ground (ignores contacts with chassis etc) //// PHYSICS //// var (SVehicle) float VehicleMass; var (SVehicle) float FlipTorque, FlipTime; var float FlipScale, FlipTimeLeft; var vector FlipAxis; //// EFFECTS //// var (SVehicle) class<Actor> DestroyEffectClass; // Effect spawned when vehicle is destroyed // Useful function for plotting data to real-time graph on screen. native final function GraphData(string DataName, float DataValue); // You got some new info from the server (ie. VehicleState has some new info). event VehicleStateReceived(); // Do script car model stuff here - but DONT create/destroy anything. native event UpdateVehicle( float DeltaTime ); // Do any general vehicle set-up when it gets spawned. simulated function PostNetBeginPlay() { Super.PostNetBeginPlay(); // Make sure params are up to date. SVehicleUpdateParams(); } function JumpOffPawn() {} // Called when a parameter of the overall articulated actor has changed (like PostEditChange) // The script must then call KUpdateConstraintParams or Actor Karma mutators as appropriate. simulated event SVehicleUpdateParams() { KSetMass(VehicleMass); } function Flip(vector HitNormal, float ForceScale) { if (!bCanFlip) return; FlipTimeLeft = FlipTime; FlipScale = ForceScale; FlipAxis = HitNormal; FlipAxis.Z = 0; enable('Tick'); } simulated function KApplyForce(out vector Force, out vector Torque) { local float torqueScale; local vector worldUp, torqueAxis; Super.KApplyForce(Force, Torque); if (FlipTimeLeft <= 0) return; worldUp = vect(0, 0, 1) >> Rotation; torqueAxis = Normal(FlipAxis Cross worldUp); // Torque scaled by how far over we are. // This will be between 0 and PI - so convert to between 0 and 1. torqueScale = Acos(worldUp Dot vect(0, 0, 1))/3.1416; Torque = FlipScale * FlipTorque * torqueScale * torqueAxis; } simulated function Tick(float deltaTime) { Super.Tick(deltaTime); if (FlipTimeLeft > 0) { KWake(); FlipTimeLeft -= deltaTime; if (FlipTimeLeft <= 0 && !bDriving) disable('Tick'); } } simulated function Destroyed() { // Trigger any effects for destruction if ( DestroyEffectClass != None ) Spawn(DestroyEffectClass, , , Location, Rotation); super.Destroyed(); } // Includes properties from KActor defaultproperties { VehicleMass=1.000000 FlipTorque=300.000000 FlipTime=2.000000 bSpecialCalcView=True bDramaticLighting=True bNetInitialRotation=True Physics=PHYS_Karma bCollideWorld=False bBlockKarma=True bEdShouldSnap=True } |
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