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Engine.KVehicle


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// Generic 'Karma Vehicle' base class that can be controlled by a Pawn.

class KVehicle extends KArt
    native
    abstract;

// generic controls (set by controller, used by concrete derived classes)
var (KVehicle) float    Steering; // between -1 and 1
var (KVehicle) float    Throttle; // between -1 and 1


var (KVehicle) int      CamPosIndex;  // Current viewpoint in this vehicle (see arrays below).
                                      // Can't use bBehindView because we always want to render the vehicle.

var (KVehicle) const    plane    CamPos[4];    // set of viewpoints around the car. 
                                      // (x,y,z) represesnts camera position in vehicle space.
                                      // w represents distance to orbit about that point.

var            bool     bIsDriven;      // this vehicle is currently being driven

// The pawn Driver has tried to take control of this vehicle
function TryToDrive(Pawn Driver)
{
	local Controller C;
	C = Driver.Controller;

    if ( !bIsDriven && (C != None) && C.bIsPlayer && !C.IsInState('PlayerDriving') && Driver.IsHumanControlled())
	{        
        log("Entering Vehicle");

        bIsDriven = true;
        Driver.ControlledActor = self;

        KDriverEnter(Driver); // do vehicle-specific setup (e.g. moving Pawn)

        C.GotoState('PlayerDriving');
    }
}

// Events called on driver entering/leaving vehicle
event KDriverEnter( Pawn Driver );

event KDriverLeave( Pawn Driver )
{
    bIsDriven = false;
    Driver.ControlledActor = None;
}

defaultproperties
{
	CamPosIndex=2
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:39.731 - Created with UnCodeX