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UTGame.UTSkelControl_RaptorWing


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

class UTSkelControl_RaptorWing extends SkelControlSingleBone
	hidecategories(Translation, Rotation, Adjustment)
	native(Animation);

/** The tip Sockets are used to trace from the tip of the wing */
var(Wing)	name	TipSockets[2];

/** JoinSockets are used when tracing from the joint + velocity */

var(Wing)	name	JointSockets[2];

/** TipBone defines which bone is left and which is right */

var(Wing)	name	TipBones[2];

/** WingLength is the left of the wing */

var(Wing)	int		WingLength;

/** These holds the various runtime values 0=Left, 1=Right */

var			int		Bones[2];
var			int		bForcedDesired[2];
var			int		ActualPitch[2];
var			int		DesiredPitch[2];
var			float	PitchRate[2];

var			int		DesiredAngle;

/**  WorldInfo->TimeSeconds < UpTimeSeconds then the wings will not fold down */

var			float	UpTimeSeconds;
var			float	MinUpTime;

/** If true, this component has been initialized and the BoneIndex array is valid */
var	transient	bool	bInitialized;

/** true if was already folding up wings because of descent */
var bool bAlreadyDescending;

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

/**
 * This function will force a single wing in to the up position
 */

native function	ForceSingleWingUp(bool bRight, float Rate);

/**
 * This function will force both wings in to the up position
 */

native function ForceWingsUp(float Rate);

defaultproperties
{
   WingLength=165
   ActualPitch(0)=-16384
   ActualPitch(1)=-16384
   DesiredPitch(0)=-16384
   MinUpTime=0.500000
   bApplyRotation=True
   BoneRotationSpace=BCS_ActorSpace
   bIgnoreWhenNotRendered=True
   Name="Default__UTSkelControl_RaptorWing"
   ObjectArchetype=SkelControlSingleBone'Engine.Default__SkelControlSingleBone'
}

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Class file time: tr 31-1-2018 17:18:24.000 - Creation time: sk 18-3-2018 10:01:25.379 - Created with UnCodeX