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Engine.RB_CylindricalForceActor


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class RB_CylindricalForceActor extends Actor
	native(Physics)
	placeable;

/** Used to preview the radius of the force. */
var()	DrawCylinderComponent			RenderComponent;

/** Strength of the force applied by this actor.*/
var()	interp float	RadialStrength;

/** Rotational strength of the force applied around the cylinder axis.*/
var()	interp float	RotationalStrength;

/** Strength of the force applied along the cylinder axis */
var()	interp float	LiftStrength;

/** Lift falloff height, 0-1, lift starts to fall off in a linear way above this height */
var()	interp float	LiftFalloffHeight;

/** Velocity above which the radial force is ignored. */
var()	interp float	EscapeVelocity;

/** Radius of influence of the force at the bottom of the cylinder. */
var()	interp float	ForceRadius;

/** Radius of the force field at the top */
var()	interp float	ForceTopRadius;

/** Height of force cylinder */
var()	interp float	ForceHeight;

/** Offset from the actor base to the center of the force field */
var()	interp float	HeightOffset;

/** Indicates whether the force is active at the moment. */
var()	bool	bForceActive;

/** Force field channel, used to identify which force field exclude volumes apply to this force field */
var()	int		ForceFieldChannel;

/** Apply force field to cloth */
var()	bool	bForceApplyToCloth;

/** Apply force field to fluid */
var()	bool	bForceApplyToFluid;

/** Apply force field to rigid bodies */
var()	bool	bForceApplyToRigidBodies;

/** Apply force field to projectiles like rockets */
var()	bool	bForceApplyToProjectiles;

//TODO: Remove the above booleans and just use the channels
/** Which types of object to apply this force field to */
var()	const RBCollisionChannelContainer CollideWithChannels;

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replication
{
	if (bNetDirty)
		bForceActive;
}

/** Handling Toggle event from Kismet. */
simulated function onToggle(SeqAct_Toggle inAction)
{
	if(inAction.InputLinks[0].bHasImpulse)
	{
		bForceActive = true;
	}
	else if(inAction.InputLinks[1].bHasImpulse)
	{
		bForceActive = false;
	}
	else if(inAction.InputLinks[2].bHasImpulse)
	{
		bForceActive = !bForceActive;
	}

	SetForcedInitialReplicatedProperty(Property'Engine.RB_CylindricalForceActor.bForceActive', (bForceActive == default.bForceActive));
}

defaultproperties
{
   Begin Object Class=DrawCylinderComponent Name=DrawCylinder0 ObjName=DrawCylinder0 Archetype=DrawCylinderComponent'Engine.Default__DrawCylinderComponent'
      CylinderRadius=200.000000
      CylinderTopRadius=200.000000
      CylinderHeight=200.000000
      Name="DrawCylinder0"
      ObjectArchetype=DrawCylinderComponent'Engine.Default__DrawCylinderComponent'
   End Object
   RenderComponent=DrawCylinder0
   EscapeVelocity=10000.000000
   ForceRadius=200.000000
   ForceTopRadius=200.000000
   ForceHeight=200.000000
   bForceApplyToCloth=True
   bForceApplyToFluid=True
   bForceApplyToRigidBodies=True
   ForceFieldChannel=1
   CollideWithChannels=(Default=True,Pawn=True,Vehicle=True,Water=True,GameplayPhysics=True,EffectPhysics=True,Untitled1=True,Untitled2=True,Untitled3=True,Cloth=True,FluidDrain=True)
   Components(0)=DrawCylinder0
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent'
      Sprite=Texture2D'EngineResources.S_RadForce'
      HiddenGame=True
      AlwaysLoadOnClient=False
      AlwaysLoadOnServer=False
      Name="Sprite"
      ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent'
   End Object
   Components(1)=Sprite
   RemoteRole=ROLE_SimulatedProxy
   bNoDelete=True
   bAlwaysRelevant=True
   bOnlyDirtyReplication=True
   NetUpdateFrequency=0.100000
   CollisionType=COLLIDE_CustomDefault
   Name="Default__RB_CylindricalForceActor"
   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 10:01:12.179 - Created with UnCodeX