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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * This class should have 2 inputs. One that defines the wheel and one that defines * the tread. */ class UTSkelControl_TankTread extends SkelControlBase native(Animation); /** * How much play should this portion of the tread have */ var(TankTread) float SpaceAbove; var(TankTread) float SpaceBelow; /** Additinoal offset - distance from TreadBone to bottom of track. */ var(TankTread) float TreadOffset; /** * This control will use this bone as it's tread */ var(TankTread) name TreadBone; var int TreadIndex; var(TankTread) float CenterOffset; var(TankTread) array<float> AlternateScanOffsets; var(TankTread) bool bAlwaysScan; /** * This holds the current adjustment. If the vehicle isn't moving then this is never updated */ var transient float Adjustment; var transient float TargetAdjustment; var transient bool bInitialized; var transient bool bDormant; var transient bool bLastDirWasBackwards; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { SpaceAbove=24.000000 SpaceBelow=8.000000 bIgnoreWhenNotRendered=True Name="Default__UTSkelControl_TankTread" ObjectArchetype=SkelControlBase'Engine.Default__SkelControlBase' } |
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