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/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTHoverVehicle extends UTVehicle native(Vehicle) abstract; /** indicies into VehicleEffects array of ground effects that have their 'DistToGround' parameter set via C++ */ var array<int> GroundEffectIndices; /** maximum distance vehicle must be from the ground for ground effects to be displayed */ var float MaxGroundEffectDist; /** particle parameter for the ground effect, set to the ground distance divided by MaxGroundEffectDist (so 0.0 to 1.0) */ var name GroundEffectDistParameterName; /** Effect to switch to when over water. */ var ParticleSystem WaterGroundEffect; /** scaling factor for this hover vehicle's gravity - used in GetGravityZ() */ var(Movement) float CustomGravityScaling; /** scaling factor for this hover vehicle's gravity when above StallZ */ var(Movement) float StallZGravityScaling; /** max speed */ var(Movement) float FullAirSpeed; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { if (bNetDirty && Role == ROLE_Authority) CustomGravityScaling; } /** * Call this function to blow up the vehicle */ simulated function BlowupVehicle() { Super.BlowupVehicle(); CustomGravityScaling= 1.0; if ( UTVehicleSimHover(SimObj) != None ) { UTVehicleSimHover(SimObj).bDisableWheelsWhenOff = true; } } simulated event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) { local class<UTDamageType> UTDT; if ( !bCanFly ) { UTDT = class<UTDamageType>(DamageType); if ( UTDT != None ) { if ( (class<UTDmgType_FlakShard>(UTDT) != None) || (class<UTDmgType_Rocket>(UTDT) != None) || (class<UTDmgType_ShockPrimary>(UTDT) != None) ) { Damage *= 1.2; } } } super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, HitInfo, DamageCauser); } defaultproperties { MaxGroundEffectDist=256.000000 GroundEffectDistParameterName="DistToGround" CustomGravityScaling=1.000000 StallZGravityScaling=1.000000 bNoZSmoothing=False Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment' End Object LightEnvironment=MyLightEnvironment CollisionDamageMult=0.000800 Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup ObjName=MyStayUprightSetup Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup' ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup' End Object StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTHoverVehicle:MyStayUprightSetup' Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance ObjName=MyStayUprightConstraintInstance Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance' ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance' End Object StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTHoverVehicle:MyStayUprightConstraintInstance' bCanBeBaseForPawns=False Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle:SVehicleMesh' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicle:SVehicleMesh' End Object Mesh=SVehicleMesh Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicle:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder Components(1)=SVehicleMesh Components(2)=MyLightEnvironment CollisionComponent=SVehicleMesh Name="Default__UTHoverVehicle" ObjectArchetype=UTVehicle'UTGame.Default__UTVehicle' } |
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