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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTSkelControl_TurretMultiBone extends UTSkelControl_TurretConstrained native(Animation); /** The name of the bone that controls the left turret barrels */ var(Turret) name LeftTurretArmBone; /** Index of the above Bone */ var transient int LeftTurretArmIndex; /** The name of the bone that controls the right turret barrels */ var(Turret) name RightTurretArmBone; /** Index of the above Bone */ var transient int RightTurretArmIndex; /** The name of the bone that controls pivoting up */ var(Turret) name PivotUpBone; /** Index of the above Bone */ var transient int PivotUpIndex; /** Begin to pivot up when the turret's pitch has reached this % of the constraint */ var(Turret) float PivotUpPerc; /** Begin to pivot down when the turret's pitch has reached this % of the constraint */ var(Turret) float PivotDownPerc; /** This is set to true when the the control has precached all of the indexes */ var transient bool bIndexCacheIsValid; /** How much of the constraint has been met. If the value is negative, we are heading towards the min angle */ var transient float ConstraintPct; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { Name="Default__UTSkelControl_TurretMultiBone" ObjectArchetype=UTSkelControl_TurretConstrained'UTGame.Default__UTSkelControl_TurretConstrained' } |
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