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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class KAsset extends Actor native(Physics) nativereplication placeable; var() const editconst SkeletalMeshComponent SkeletalMeshComponent; var() bool bDamageAppliesImpulse; var() bool bWakeOnLevelStart; /** Whether this KAsset should block Pawns. */ var() bool bBlockPawns; /** Used to replicate mesh to clients */ var repnotify SkeletalMesh ReplicatedMesh; /** Used to replicate physics asset to clients */ var repnotify PhysicsAsset ReplicatedPhysAsset; replication { if ( Role == ROLE_Authority) ReplicatedMesh, ReplicatedPhysAsset; } // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) simulated event PostBeginPlay() { Super.PostBeginPlay(); if (bWakeOnLevelStart) { SkeletalMeshComponent.WakeRigidBody(); } ReplicatedMesh = SkeletalMeshComponent.SkeletalMesh; ReplicatedPhysAsset = SkeletalMeshComponent.PhysicsAsset; //`log("---"@ReplicatedMesh@ReplicatedPhysAsset); } simulated event ReplicatedEvent( name VarName ) { if (VarName == 'ReplicatedMesh') { SkeletalMeshComponent.SetSkeletalMesh(ReplicatedMesh); } else if(VarName == 'ReplicatedPhysAsset') { SkeletalMeshComponent.SetPhysicsAsset(ReplicatedPhysAsset); } } /** * Default behaviour when shot is to apply an impulse and kick the KActor. */ event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) { local vector ApplyImpulse; // call Actor's version to handle any SeqEvent_TakeDamage for scripting Super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, HitInfo, DamageCauser); if ( bDamageAppliesImpulse && damageType.default.KDamageImpulse > 0 ) { if ( VSize(momentum) < 0.001 ) { LogInternal("Zero momentum to KActor.TakeDamage"); return; } // Make sure we have a valid TraceHitInfo with our SkeletalMesh // we need a bone to apply proper impulse CheckHitInfo( HitInfo, SkeletalMeshComponent, Normal(Momentum), hitlocation ); ApplyImpulse = Normal(momentum) * damageType.default.KDamageImpulse; if ( HitInfo.HitComponent != None ) { HitInfo.HitComponent.AddImpulse(ApplyImpulse, HitLocation, HitInfo.BoneName); } } } /** * Take Radius Damage * * @param InstigatedBy, instigator of the damage * @param Base Damage * @param Damage Radius (from Origin) * @param DamageType class * @param Momentum (float) * @param HurtOrigin, origin of the damage radius. * @param DamageCauser the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc) */ simulated function TakeRadiusDamage ( Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser ) { if ( bDamageAppliesImpulse && damageType.default.RadialDamageImpulse > 0 && (Role == ROLE_Authority) ) { CollisionComponent.AddRadialImpulse(HurtOrigin, DamageRadius, damageType.default.RadialDamageImpulse, RIF_Linear, damageType.default.bRadialDamageVelChange); } } /** If this KAsset receives a Toggle ON event from Kismet, wake the physics up. */ simulated function OnToggle(SeqAct_Toggle action) { if(action.InputLinks[0].bHasImpulse) { SkeletalMeshComponent.WakeRigidBody(); } } simulated function OnTeleport(SeqAct_Teleport InAction) { local Actor DestActor; DestActor = Actor(SeqVar_Object(InAction.VariableLinks[1].LinkedVariables[0]).GetObjectValue()); if (DestActor != None) { SkeletalMeshComponent.SetRBPosition(DestActor.Location); } else { InAction.ScriptLog("No Destination for" @ InAction @ "on" @ self); } } /** Performs actual attachment. Can be subclassed for class specific behaviors. */ function DoKismetAttachment( Actor Attachment, SeqAct_AttachToActor Action ) { Attachment.SetBase( Self,, SkeletalMeshComponent, Action.BoneName ); } defaultproperties { Begin Object Class=SkeletalMeshComponent Name=KAssetSkelMeshComponent ObjName=KAssetSkelMeshComponent Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' PhysicsWeight=1.000000 bSkipAllUpdateWhenPhysicsAsleep=True bHasPhysicsAssetInstance=True bUpdateKinematicBonesFromAnimation=False LightEnvironment=DynamicLightEnvironmentComponent'Engine.Default__KAsset:MyLightEnvironment' CollideActors=True BlockActors=True BlockZeroExtent=True BlockRigidBody=True RBChannel=RBCC_GameplayPhysics RBCollideWithChannels=(Default=True,GameplayPhysics=True,EffectPhysics=True) Name="KAssetSkelMeshComponent" ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' End Object SkeletalMeshComponent=KAssetSkelMeshComponent bDamageAppliesImpulse=True Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' Name="MyLightEnvironment" ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' End Object Components(0)=MyLightEnvironment Components(1)=KAssetSkelMeshComponent Physics=PHYS_RigidBody RemoteRole=ROLE_SimulatedProxy TickGroup=TG_PostAsyncWork bNoDelete=True bAlwaysRelevant=True bUpdateSimulatedPosition=True bNetInitialRotation=True bCollideActors=True bBlockActors=True bProjTarget=True bEdShouldSnap=True CollisionComponent=KAssetSkelMeshComponent CollisionType=COLLIDE_CustomDefault SupportedEvents(3)=Class'Engine.SeqEvent_ConstraintBroken' SupportedEvents(4)=Class'Engine.SeqEvent_RigidBodyCollision' Name="Default__KAsset" ObjectArchetype=Actor'Engine.Default__Actor' } |
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