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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Weapon recoil bone controller. * Add a small recoil to a bone (similar to camera shakes). */ class GameSkelCtrl_Recoil extends SkelControlBase native(Anim); /** Recoil Start-up */ enum ERecoilStart { ERS_Zero, // Start with random offset (default) ERS_Random, // Start with zero offset }; /** Recoil params */ struct native RecoilParams { var() ERecoilStart X, Y, Z; var transient const byte Padding; }; /** Recoil definition */ struct native RecoilDef { /** Time in seconds to go until current recoil finished */ var transient float TimeToGo; /** Duration in seconds of current recoil shake */ var() float TimeDuration; /** Rotation amplitude */ var() vector RotAmplitude; /** Rotation frequency */ var() vector RotFrequency; /** Rotation Sine offset */ var vector RotSinOffset; /** Rotation parameters */ var() RecoilParams RotParams; /** Internal, Rotation offset for this frame. */ var transient Rotator RotOffset; /** Loc offset amplitude */ var() vector LocAmplitude; /** Loc offset frequency */ var() vector LocFrequency; /** Loc offset Sine offset */ var vector LocSinOffset; /** Loc parameters */ var() RecoilParams LocParams; /** Internal, Location offset for this frame. */ var transient Vector LocOffset; structdefaultproperties { TimeDuration=0.33f } }; /** If TRUE, Aim is ignored, and recoil is just applied in the local bone space. */ var() bool bBoneSpaceRecoil; /** Recoil Information */ var() RecoilDef Recoil; var() Vector2D Aim; /** variable to play recoil */ var() transient bool bPlayRecoil; var transient bool bOldPlayRecoil; /** Internal, evaluates recoil is doing an effect and needs to be applied */ var transient bool bApplyControl; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { Recoil=(TimeDuration=0.330000) Name="Default__GameSkelCtrl_Recoil" ObjectArchetype=SkelControlBase'Engine.Default__SkelControlBase' } |
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