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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class RB_RadialForceActor extends Actor native(Physics) placeable; enum ERadialForceType { RFT_Force, // Use as a force RFT_Impulse, // Use as an impulse, gets deactivated when applied once }; /** Used to preview the radius of the force. */ var DrawSphereComponent RenderComponent; /** Strength of the force applied by this actor. Positive forces are applied outwards. */ var() interp float ForceStrength; /** Radius of influence of the force. */ var() interp float ForceRadius; /** How strongly objects orbit around Z axis of actor. */ var() interp float SwirlStrength; /** How strongly to spin objects around their local Z. */ var() interp float SpinTorque; /** Way in which the force falls off as objects are further away from the location. */ var() PrimitiveComponent.ERadialImpulseFalloff ForceFalloff; /** Indicates whether the force is active at the moment. */ var() bool bForceActive; /** Indicates which type of force mode is used. */ var() ERadialForceType RadialForceMode; /** 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; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) 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_RadialForceActor.bForceActive', (bForceActive == default.bForceActive)); } defaultproperties { Begin Object Class=DrawSphereComponent Name=DrawSphere0 ObjName=DrawSphere0 Archetype=DrawSphereComponent'Engine.Default__DrawSphereComponent' SphereColor=(B=255,G=70,R=64,A=255) SphereRadius=200.000000 Name="DrawSphere0" ObjectArchetype=DrawSphereComponent'Engine.Default__DrawSphereComponent' End Object RenderComponent=DrawSphere0 ForceStrength=10.000000 ForceRadius=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,Untitled4=True,Cloth=True,FluidDrain=True) Components(0)=DrawSphere0 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_RadialForceActor" ObjectArchetype=Actor'Engine.Default__Actor' } |
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