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UTGame.UTVehicleWheel


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

class UTVehicleWheel extends SVehicleWheel
	native(Vehicle);

/** if set, this wheel should use material specific effects defined by the UTVehicle that owns it */
var bool bUseMaterialSpecificEffects;
/** old particle component left when switching materials so that it doesn't get abruptly cut off */
var ParticleSystemComponent OldWheelParticleComp;
/** if non-zero, only activate the wheel effect when SpinVel's sign is the same as this property */
var float EffectDesiredSpinDir;
/** If true, when vehicle dies, turn off this wheel. */
var bool bDisableWheelOnDeath;

event SetParticleEffect(UTVehicle OwnerVehicle, ParticleSystem NewTemplate)
{
	// if another old component is still playing, its time to die is up, kill it
	if (OldWheelParticleComp != None)
	{
		OwnerVehicle.DetachComponent(OldWheelParticleComp);
	}
	// copy the current component
	OldWheelParticleComp = WheelParticleComp;
	WheelParticleComp = new(self) WheelPSCClass(OldWheelParticleComp);
	// set the particle effect on the new component and attach it
	WheelParticleComp.SetTemplate(NewTemplate);
	OwnerVehicle.AttachComponent(WheelParticleComp);
	// set the old one to die out and notify us when it does
	if (OldWheelParticleComp.Template == None)
	{
		OwnerVehicle.DetachComponent(OldWheelParticleComp);
		OldWheelParticleComp = None;
	}
	else
	{
		OldWheelParticleComp.OnSystemFinished = OldEffectFinished;
		OldWheelParticleComp.DeactivateSystem();
	}
}

function OldEffectFinished(ParticleSystemComponent PSystem)
{
	PSystem.Owner.DetachComponent(PSystem);
	if (PSystem == OldWheelParticleComp)
	{
		OldWheelParticleComp = None;
	}
}

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defaultproperties
{
   bCollidesPawns=True
   WheelPSCClass=Class'UTGame.UTParticleSystemComponent'
   Name="Default__UTVehicleWheel"
   ObjectArchetype=SVehicleWheel'Engine.Default__SVehicleWheel'
}

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Class file time: tr 31-1-2018 17:18:28.000 - Creation time: sk 18-3-2018 10:01:28.539 - Created with UnCodeX