Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.RB_LineImpulseActor


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class RB_LineImpulseActor extends Actor
	native(Physics)
	placeable;

/**
 *	Similar to the RB_RadialImpulseActor, but does a line-check and applies an impulse to all Actors using rigid-bodies that it hits.
 */


// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

/** Strength of impulse to apply to actors hit by the line check. */
var()	float			ImpulseStrength;

/** Length of line to check along. */
var()	float			ImpulseRange;

/** If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no affect). */
var()	bool			bVelChange;

/** If an impulse should only be applied to the first thing the line hits, or all things in the lines path. */
var()	bool			bStopAtFirstHit;

var		ArrowComponent	Arrow;

var repnotify byte ImpulseCount;

replication
{
	if (bNetDirty)
		ImpulseCount;
}

/** Do the line check and apply impulse now. */
native final function FireLineImpulse();

/** Handling Toggle event from Kismet. */
simulated function OnToggle(SeqAct_Toggle inAction)
{
	if (inAction.InputLinks[0].bHasImpulse)
	{
		FireLineImpulse();
		ImpulseCount++;
		bForceNetUpdate = TRUE;
	}
}

simulated event ReplicatedEvent(name VarName)
{
	if (VarName == 'ImpulseCount')
	{
		FireLineImpulse();
	}
}

// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

defaultproperties
{
   ImpulseStrength=900.000000
   ImpulseRange=200.000000
   Begin Object Class=ArrowComponent Name=ArrowComponent0 ObjName=ArrowComponent0 Archetype=ArrowComponent'Engine.Default__ArrowComponent'
      ArrowSize=4.166670
      Name="ArrowComponent0"
      ObjectArchetype=ArrowComponent'Engine.Default__ArrowComponent'
   End Object
   Arrow=ArrowComponent0
   Components(0)=ArrowComponent0
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent'
      Sprite=Texture2D'EngineResources.S_LineImpulse'
      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
   bEdShouldSnap=True
   NetUpdateFrequency=0.100000
   CollisionType=COLLIDE_CustomDefault
   Name="Default__RB_LineImpulseActor"
   ObjectArchetype=Actor'Engine.Default__Actor'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:18:06.000 - Creation time: sk 18-3-2018 10:01:12.220 - Created with UnCodeX