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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTSkelControl_DamageSpring extends UTSkelControl_Damage native(Animation); /** The Maximum size of the angle this spring can open to in Degrees */ var(Spring) rotator MaxAngle; /** The Minmum size of the angle this spring can open to in Degrees */ var(Spring) rotator MinAngle; /** How fast does it return to normal */ var(Spring) float Falloff; /** How stiff is the spring */ var(Spring) float SpringStiffness; var(Spring) float AVModifier; /** The current angle of the hinge */ var transient rotator CurrentAngle; /** % of movement decided randomly */ var float RandomPortion; // to add momentum from breaking due to a damage hit var vector LastHitMomentum; var float LastHitTime; var float MomentumPortion; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { Falloff=0.975000 SpringStiffness=-0.035000 AVModifier=1.000000 RandomPortion=0.200000 MomentumPortion=0.750000 bControlStrFollowsHealth=True ActivationThreshold=1.000000 bApplyRotation=True BoneRotationSpace=BCS_ActorSpace Name="Default__UTSkelControl_DamageSpring" ObjectArchetype=UTSkelControl_Damage'UTGame.Default__UTSkelControl_Damage' } |
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