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/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTVehicle_Walker extends UTVehicle native(Vehicle) abstract; enum EWalkerStance { WalkerStance_None, WalkerStance_Standing, WalkerStance_Parked, WalkerStance_Crouched }; var transient EWalkerStance CurrentStance; var transient EWalkerStance PreviousStance; // stance last frame /** Suspension settings for each stance */ var() protected float WheelSuspensionTravel[EWalkerStance.EnumCount]; var array<MaterialInterface> PowerOrbTeamMaterials; var array<MaterialInterface> PowerOrbBurnoutTeamMaterials; var UTWalkerBody BodyActor; var() RB_Handle BodyHandle; var class<UTWalkerBody> BodyType; var() protected const Name BodyAttachSocketName; /** Offset to make sure leg traces start inside the walker collision volume */ var() vector LegTraceOffset; /** How far up in Z should we start the FindGround check */ var() float LegTraceZUpAmount; /** Interpolation speed (for RInterpTo) used for interpolating the rotation of the body handle */ var() float BodyHandleOrientInterpSpeed; var bool bWasOnGround; var bool bPreviousInAir; var bool bHoldingDuck; var bool bAnimateDeadLegs; var() float DuckForceMag; var float InAirStart; var float LandingFinishTime; var() vector BaseBodyOffset; /** Specifies offset to suspension travel to use for determining approximate distance to ground (takes into account suspension being loaded) */ var float HoverAdjust[EWalkerStance.EnumCount]; /** controls how fast to interpolate between various suspension heights */ var() protected float SuspensionTravelAdjustSpeed; /** current Eyeheight desired offset because of stepping */ var float EyeStepOffset; /** Max offset due to a step */ var() float MaxEyeStepOffset; var() float EyeStepFadeRate; var() float EyeStepBlendRate; var transient bool bCurrentlyVisible; var transient vector StoppedBeingVisibleLocation; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) simulated function PostBeginPlay() { local vector X, Y, Z; Super.PostBeginPlay(); // no spider body on server if ( WorldInfo.NetMode != NM_DedicatedServer ) { GetAxes(Rotation, X,Y,Z); BodyActor = Spawn(BodyType, self,, Location+BaseBodyOffset.X*X+BaseBodyOffset.Y*Y+BaseBodyOffset.Z*Z); BodyActor.SetWalkerVehicle(self); } } simulated function UpdateShadowSettings(bool bWantShadow) { Super.UpdateShadowSettings(bWantShadow); if (BodyActor != None) { BodyActor.UpdateShadowSettings(bWantShadow); } } simulated function BlowupVehicle() { Super.BlowupVehicle(); if ( BodyActor != None ) { BodyHandle.ReleaseComponent(); BodyActor.PlayDying(); BodyActor.SkeletalMeshComponent.SetMaterial(0, Mesh.GetMaterial(0)); BodyActor.SkeletalMeshComponent.SetMaterial(1, Mesh.GetMaterial(1)); } if ( UTVehicleSimHover(SimObj) != None ) { UTVehicleSimHover(SimObj).bDisableWheelsWhenOff = true; } } simulated function Destroyed() { Super.Destroyed(); if ( BodyActor != None ) { if ( !bTearOff ) { BodyActor.Destroy(); } else if ( BodyActor.LifeSpan == 0 ) { BodyActor.PlayDying(); } } } /** notification from WalkerBody that foot just landed */ function TookStep(int LegIdx); function bool DriverEnter(Pawn P) { if ( !Super.DriverEnter(P) ) return false; SetDriving(true); return true; } function DriverLeft() { Super.DriverLeft(); SetDriving(NumPassengers() > 0); } simulated function bool AllowLinkThroughOwnedActor(Actor OwnedActor) { return (OwnedActor == BodyActor); } simulated function PlaySpawnEffect() { Super.PlaySpawnEffect(); if (BodyActor != None) { BodyActor.SkeletalMeshComponent.SetMaterial(0, Mesh.GetMaterial(0)); } } simulated function StopSpawnEffect() { Super.StopSpawnEffect(); if (BodyActor != None) { BodyActor.SkeletalMeshComponent.SetMaterial(0, Mesh.GetMaterial(0)); } } simulated function TeamChanged() { Super.TeamChanged(); if (BodyActor != None) { BodyActor.TeamChanged(); } } simulated function SetBurnOut() { if (BodyActor != None) { BodyActor.SetBurnOut(); } // sets the MIC super.SetBurnOut(); } defaultproperties { Begin Object Class=RB_Handle Name=RB_BodyHandle ObjName=RB_BodyHandle Archetype=RB_Handle'Engine.Default__RB_Handle' LinearStiffness=4000.000000 AngularStiffness=4000.000000 Name="RB_BodyHandle" ObjectArchetype=RB_Handle'Engine.Default__RB_Handle' End Object BodyHandle=RB_BodyHandle BodyHandleOrientInterpSpeed=5.000000 Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment' End Object LightEnvironment=MyLightEnvironment CollisionDamageMult=0.000000 Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup ObjName=MyStayUprightSetup Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup' ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup' End Object StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_Walker:MyStayUprightSetup' Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance ObjName=MyStayUprightConstraintInstance Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance' ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance' End Object StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Walker:MyStayUprightConstraintInstance' bCanBeBaseForPawns=False BaseEyeHeight=300.000000 EyeHeight=300.000000 Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle:SVehicleMesh' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicle:SVehicleMesh' End Object Mesh=SVehicleMesh Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicle:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder Components(1)=SVehicleMesh Components(2)=MyLightEnvironment Components(3)=RB_BodyHandle CollisionComponent=SVehicleMesh Name="Default__UTVehicle_Walker" ObjectArchetype=UTVehicle'UTGame.Default__UTVehicle' } |
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