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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTSkelControl_Damage extends SkelControlSingleBone native(Animation); /** Is this control initialized */ var bool bInitialized; /** Quick link to the owning UTVehicle */ var UTVehicle OwnerVehicle; /** Which morph Target to use for health. If none, use the main vehicle health */ var float HealthPerc; /** Whether the OnDamage functionality is active **/ var(Damage) bool bOnDamageActive; /** Value to scale this bone to on death **/ var(Damage) float DamageBoneScale; /** How much damage the control can take */ var(Damage) int DamageMax; /** If the health target is above this threshold, this control will be inactive */ var(Damage) float ActivationThreshold; /** Once activated, does we generate the control strength as a product of the health remaining, or is it always full */ var(Damage) bool bControlStrFollowsHealth; /** The Static Mesh component to display when it breaks off */ var(Damage) StaticMesh BreakMesh; /** The threshold at which the spring will begin looking to break */ var(Damage) float BreakThreshold; /** This is the amount of time to go from breaking to broken */ var(Damage) float BreakTime; /** When breaking off, use this to build the vector */ var(Damage) vector DefaultBreakDir; /** * The scale to use for the spawned piece. (i.e. we have one static mesh asset but it is being spawned from different locations on a vehicle * which is mirrored down the center. **/ var(Damage) vector DamageScale; /** ParticleSystem to spawn when this piece breaks */ var(Damage) ParticleSystem PS_DamageOnBreak; /** ParticleSystem to attach when this piece flies off (i.e. a dark acrid trailing smoke trail!) */ var(Damage) ParticleSystem PS_DamageTrail; /** Is this control broken */ var transient bool bIsBroken; /** This is set to true when Break() is called. It signals the control is breaking but not yet broken */ var transient bool bIsBreaking; /** This holds the name of the bone that was broken */ var transient name BrokenBone; /** This holds the real-time at which this should break */ var transient float BreakTimer; /** cached MaxDamage for a vehicle */ var transient float OwnerVehicleMaxHealth; /** force that pushes the part up when the part is broken off to clear the vehicle. */ var() vector BreakSpeed; /** Whether the OnDeath functionality is active **/ var(OnDeath) bool bOnDeathActive; /** Whether the OnDeath functionality is active for the secondary explosion **/ var(OnDeath) bool bOnDeathUseForSecondaryExplosion; /** This is the percent that this piece will actually spawn if OnDeath is active **/ var(OnDeath) float DeathPercentToActuallySpawn; /** Value to scale this bone to on death **/ var(OnDeath) float DeathBoneScale; /** The static mesh to spawn on death **/ var(OnDeath) StaticMesh DeathStaticMesh; /** This is the direction which the spawned vehicle piece will fly **/ var(OnDeath) vector DeathImpulseDir; /** * The scale to use for the spawned piece. (i.e. we have one static mesh asset but it is being spawned from different locations on a vehicle * which is mirrored down the center. **/ var(OnDeath) vector DeathScale; /** ParticleSystem to spawn when this piece breaks */ var(OnDeath) ParticleSystem PS_DeathOnBreak; /** ParticleSystem to attach when this piece flies off (i.e. a dark acrid trailing smoke trail!) */ var(OnDeath) ParticleSystem PS_DeathTrail; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * This event is triggered when the spring has decided to break. * * Network - Called everywhere except on a dedicated server. */ simulated event BreakApart(vector PartLocation, bool bIsVisible) { local UTGib Gib; if( !bOnDamageActive || ( BreakMesh == none ) || ( OwnerVehicle == none ) || bIsBroken ) { // if this was called these flags should be set even if there is no visual effects bIsBreaking = FALSE; bIsBroken = TRUE; return; } //`log( "No BreakMesh set for: " $ OwnerVehicle $ " " $ self $ bIsVisible $ OwnerVehicle.WorldInfo.NetMode ); if ( bIsVisible && (OwnerVehicle.WorldInfo.NetMode != NM_DedicatedServer) ) { Gib = OwnerVehicle.SpawnGibVehicle(PartLocation, OwnerVehicle.Rotation, BreakMesh, PartLocation, true, DefaultBreakDir, PS_DamageOnBreak, PS_DamageTrail); if( Gib != none ) { Gib.SetDrawScale3D( DamageScale ); } } BoneScale = DamageBoneScale; bIsBreaking = FALSE; bIsBroken = TRUE; } simulated event BreakApartOnDeath(vector PartLocation, bool bIsVisible) { local UTGib Gib; if ( !bOnDeathActive ) { return; } if ( DeathStaticMesh == None ) { DeathStaticMesh = BreakMesh; } if( ( DeathStaticMesh == none ) // if we are not within the percentage to spawn || ( DeathPercentToActuallySpawn < FRand() ) || ( OwnerVehicle == none ) || bIsBroken ) { // if this was called these flags should be set even if there is no visual effects bIsBroken = TRUE; return; } //`log( "No BreakMesh set for: " $ OwnerVehicle $ " " $ self ); if( bIsVisible && (OwnerVehicle.WorldInfo.NetMode != NM_DedicatedServer) ) { Gib = OwnerVehicle.SpawnGibVehicle(PartLocation, OwnerVehicle.Rotation, DeathStaticMesh, PartLocation, true, DeathImpulseDir, None, PS_DeathTrail); if( Gib != none ) { Gib.SetDrawScale3D( DeathScale ); } } BoneScale = DeathBoneScale; bIsBroken = TRUE; } simulated event float RestorePart() { BoneScale = 1.0f; HealthPerc = 1.0f; return HealthPerc; } defaultproperties { bOnDamageActive=True HealthPerc=1.000000 DamageMax=25 BreakThreshold=1.100000 DamageScale=(X=1.000000,Y=1.000000,Z=1.000000) PS_DamageOnBreak=ParticleSystem'Envy_Effects.Particles.P_VH_Gib_Explosion' PS_DamageTrail=ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1' DeathPercentToActuallySpawn=1.000000 DeathScale=(X=1.000000,Y=1.000000,Z=1.000000) PS_DeathOnBreak=ParticleSystem'Envy_Effects.Particles.P_VH_Gib_Explosion' PS_DeathTrail=ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1' bIgnoreWhenNotRendered=True Name="Default__UTSkelControl_Damage" ObjectArchetype=SkelControlSingleBone'Engine.Default__SkelControlSingleBone' } |
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