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UTGame.UTSkelControl_CantileverBeam


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */

class UTSkelControl_CantileverBeam extends SkelControlLookAt
	native(Animation);

/** The TargetLocation's goal (e.g. where it wants to be) */
var vector WorldSpaceGoal;

/** from the initial bone, where to go to get the starting location for WorldSpaceGoal (in localbonespace) */
var(LookAt) vector InitialWorldSpaceGoalOffset;

/** Current Velocity that TargetLocation is travelling at*/
var vector Velocity;

var(Spring) float SpringStiffness;
var(Spring) float SpringDamping;

/** how much we want the tip of the beam to get of the base velocity */
var() float PercentBeamVelocityTransfer;

/** the speed the entire beam is travelling at. (a delegate for cases like a tank, where we want the whole tank to effect less than the turret moving) */
delegate vector EntireBeamVelocity()
{
	return Vect(0,0,0);
}


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

defaultproperties
{
   PercentBeamVelocityTransfer=0.900000
   Name="Default__UTSkelControl_CantileverBeam"
   ObjectArchetype=SkelControlLookAt'Engine.Default__SkelControlLookAt'
}

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Class file time: tr 31-1-2018 17:18:24.000 - Creation time: sk 18-3-2018 10:01:25.216 - Created with UnCodeX