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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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