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//============================================================================= // DynamicSMActor. // A non-static version of StaticMeshActor. This class is abstract, but used as a // base class for things like KActor and InterpActor. // Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //============================================================================= class DynamicSMActor extends Actor native abstract; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) var() const editconst StaticMeshComponent StaticMeshComponent; var() const editconst LightEnvironmentComponent LightEnvironment; /** Used to replicate mesh to clients */ var repnotify StaticMesh ReplicatedMesh; /** used to replicate the material in index 0 */ var repnotify MaterialInterface ReplicatedMaterial; /** Extra component properties to replicate */ var repnotify vector ReplicatedMeshTranslation; var repnotify rotator ReplicatedMeshRotation; var repnotify vector ReplicatedMeshScale3D; /** If a Pawn can be 'based' on this KActor. If not, they will 'bounce' off when they try to. */ var() bool bPawnCanBaseOn; /** Pawn can base on this KActor if it is asleep -- Pawn will disable KActor physics while based */ var() bool bSafeBaseIfAsleep; replication { if (bNetDirty) ReplicatedMesh, ReplicatedMaterial, ReplicatedMeshTranslation, ReplicatedMeshRotation, ReplicatedMeshScale3D; } event PostBeginPlay() { Super.PostBeginPlay(); ReplicatedMesh = StaticMeshComponent.StaticMesh; } simulated event ReplicatedEvent(name VarName) { if (VarName == 'ReplicatedMesh') { StaticMeshComponent.SetStaticMesh(ReplicatedMesh); } else if (VarName == 'ReplicatedMaterial') { StaticMeshComponent.SetMaterial(0, ReplicatedMaterial); } else if (VarName == 'ReplicatedMeshTranslation') { StaticMeshComponent.SetTranslation(ReplicatedMeshTranslation); } else if (VarName == 'ReplicatedMeshRotation') { StaticMeshComponent.SetRotation(ReplicatedMeshRotation); } else if (VarName == 'ReplicatedMeshScale3D') { StaticmeshComponent.SetScale3D(ReplicatedMeshScale3D); } else { Super.ReplicatedEvent(VarName); } } function OnSetStaticMesh(SeqAct_SetStaticMesh Action) { if( (Action.NewStaticMesh != None) && (Action.NewStaticMesh != StaticMeshComponent.StaticMesh) ) { StaticMeshComponent.SetStaticMesh( Action.NewStaticMesh ); ReplicatedMesh = Action.NewStaticMesh; ForceNetRelevant(); } } function OnSetMaterial(SeqAct_SetMaterial Action) { StaticMeshComponent.SetMaterial( Action.MaterialIndex, Action.NewMaterial ); if (Action.MaterialIndex == 0) { ReplicatedMaterial = Action.NewMaterial; ForceNetRelevant(); } } function SetStaticMesh(StaticMesh NewMesh, optional vector NewTranslation, optional rotator NewRotation, optional vector NewScale3D) { StaticMeshComponent.SetStaticMesh(NewMesh); StaticMeshComponent.SetTranslation(NewTranslation); StaticMeshComponent.SetRotation(NewRotation); if (!IsZero(NewScale3D)) { StaticMeshComponent.SetScale3D(NewScale3D); ReplicatedMeshScale3D = NewScale3D; } ReplicatedMesh = NewMesh; ReplicatedMeshTranslation = NewTranslation; ReplicatedMeshRotation = NewRotation; ForceNetRelevant(); } /** * Query to see if this DynamicSMActor can base the given Pawn */ simulated function bool CanBasePawn( Pawn P ) { // Can base pawn if... // Pawns can be based always OR // Pawns can be based if physics is not awake if( bPawnCanBaseOn || (bSafeBaseIfAsleep && StaticMeshComponent != None && !StaticMeshComponent.RigidBodyIsAwake()) ) { return TRUE; } return FALSE; } /** * If pawn is attached while asleep, turn off physics while pawn is on it */ event Attach( Actor Other ) { local Pawn P; super.Attach( Other ); if( bSafeBaseIfAsleep ) { P = Pawn(Other); if( P != None ) { SetPhysics( PHYS_None ); } } } /** * If pawn is detached, turn back on physics (make sure no other pawns are based on it) */ event Detach( Actor Other ) { local int Idx; local Pawn P, Test; local bool bResetPhysics; super.Detach( Other ); P = Pawn(Other); if( P != None ) { bResetPhysics = TRUE; for( Idx = 0; Idx < Attached.Length; Idx++ ) { Test = Pawn(Attached[Idx]); if( Test != None && Test != P ) { bResetPhysics = FALSE; break; } } if( bResetPhysics ) { SetPhysics( PHYS_RigidBody ); } } } defaultproperties { Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent0 Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' LightEnvironment=DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment' BlockRigidBody=False Name="StaticMeshComponent0" ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' End Object StaticMeshComponent=StaticMeshComponent0 Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' bEnabled=False Name="MyLightEnvironment" ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' End Object LightEnvironment=MyLightEnvironment bPawnCanBaseOn=True Components(0)=MyLightEnvironment Components(1)=StaticMeshComponent0 RemoteRole=ROLE_SimulatedProxy bGameRelevant=True bEdShouldSnap=True bPathColliding=True CollisionComponent=StaticMeshComponent0 Name="Default__DynamicSMActor" ObjectArchetype=Actor'Engine.Default__Actor' } |
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