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Engine.KAsset


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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;
}

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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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Class file time: tr 31-1-2018 17:18:06.000 - Creation time: sk 18-3-2018 10:01:09.472 - Created with UnCodeX