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Engine.DynamicSMActor


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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)
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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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Class file time: tr 31-1-2018 17:17:54.000 - Creation time: sk 18-3-2018 10:01:07.306 - Created with UnCodeX