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Engine.SVehicle


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//=============================================================================
// SVehicle
// karma physics subclass of vehicle, including networking support
//=============================================================================

class SVehicle extends Vehicle
    native
    abstract;

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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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Class file time: Mon 23/10/2006 20:25:16.000 - Creation time: Wed 7/2/2007 19:16:53.531 - Created with UnCodeX