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//============================================================================= // The Basic constraint actor class. // Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //============================================================================= class RB_ConstraintActor extends Actor abstract placeable native(Physics); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // Actors joined effected by this constraint (could be NULL for 'World') var() Actor ConstraintActor1; var() Actor ConstraintActor2; var() editinline export noclear RB_ConstraintSetup ConstraintSetup; var() editinline export noclear RB_ConstraintInstance ConstraintInstance; // Disable collision between actors joined by this constraint. var() const bool bDisableCollision; var() bool bUpdateActor1RefFrame; var() bool bUpdateActor2RefFrame; // Used if joint is a pulley to define pivot locations using actors in the level. var(Pulley) Actor PulleyPivotActor1; var(Pulley) Actor PulleyPivotActor2; native final function SetDisableCollision(bool NewDisableCollision); native final function InitConstraint(Actor Actor1, Actor Actor2, optional name Actor1Bone, optional name Actor2Bone, optional float BreakThreshold); native final function TermConstraint(); /** * When destroyed using Kismet, break the constraint. */ simulated function OnDestroy(SeqAct_Destroy Action) { TermConstraint(); } defaultproperties { Begin Object Class=RB_ConstraintInstance Name=MyConstraintInstance ObjName=MyConstraintInstance Archetype=RB_ConstraintInstance'Engine.Default__RB_ConstraintInstance' Name="MyConstraintInstance" ObjectArchetype=RB_ConstraintInstance'Engine.Default__RB_ConstraintInstance' End Object ConstraintInstance=RB_ConstraintInstance'Engine.Default__RB_ConstraintActor:MyConstraintInstance' bUpdateActor1RefFrame=True bUpdateActor2RefFrame=True Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent' HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False Name="Sprite" ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent' End Object Components(0)=Sprite Begin Object Class=RB_ConstraintDrawComponent Name=MyConDrawComponent ObjName=MyConDrawComponent Archetype=RB_ConstraintDrawComponent'Engine.Default__RB_ConstraintDrawComponent' Name="MyConDrawComponent" ObjectArchetype=RB_ConstraintDrawComponent'Engine.Default__RB_ConstraintDrawComponent' End Object Components(1)=MyConDrawComponent Physics=PHYS_RigidBody TickGroup=TG_PostAsyncWork bHidden=True bNoDelete=True bEdShouldSnap=True DrawScale=0.500000 CollisionType=COLLIDE_CustomDefault SupportedEvents(3)=Class'Engine.SeqEvent_ConstraintBroken' Name="Default__RB_ConstraintActor" ObjectArchetype=Actor'Engine.Default__Actor' } |
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