SFVehicle.SFVehicle

Spatial Fear
Name: SFVehicle
Description: Core Vehicle code
A SFVehicle brush can be controlled by means of a SFSFVehicleControl Pickup item.
The link: the Tag of the SFVehicle equals the ControlledTag of the pickup.
A SFVehicle brush can have other actors attached (Child's Event Tag equals SFVehicle's ChildTag),
including other SFVehicles, dependent or independent.

Author: Gert Jen Peltenburg

Extends:
Modifiers:
Source code

SFVehicle.SFVehicle
%%

Variables

%function_comment%
soundActivationSound
%function_comment%
AimingMethodAiming
%function_comment%
floatAirTraction
%function_comment%
rotatorangularvelocity
%function_comment%
intArmor
%function_comment%
boolbAimPlayerTarget
%function_comment%
boolbBot_ShowTurretLocation
%function_comment%
boolbBot_ShowVehicleLocation
%function_comment%
boolbChildInitialized
%function_comment%
boolbClamped
%function_comment%
boolbControllable
%function_comment%
boolbCriticalComponent
%function_comment%
boolbDestroyed
%function_comment%
boolbDoesBallisticCalculation
%function_comment%
boolbFullTimePhysics
%function_comment%
boolbHideOnDestruction
%function_comment%
boolbHUD_ShowsPitch
%function_comment%
boolbHUD_ShowsRoll
%function_comment%
boolbHUD_ShowsSpeed
%function_comment%
boolbHUD_ShowsYaw
%function_comment%
boolbIndependent
%function_comment%
boolbPhysics
%function_comment%
boolbRepairable
%function_comment%
boolbRepairing
%function_comment%
boolbRestrictPitch
%function_comment%
boolbRestrictRoll
%function_comment%
boolbRestrictYaw
%function_comment%
boolbStabilized
%function_comment%
boolbUseFeedBack
%function_comment%
nameChildTag[20]
%function_comment%
floatClientPitch
%function_comment%
floatClientRoll
%function_comment%
floatClientX
%function_comment%
floatClientY
%function_comment%
floatClientYaw
%function_comment%
floatClientZ
%function_comment%
soundCollideSound
%function_comment%
floatControlFactorSpeed
%function_comment%
floatControlFactorTurretTurn
%function_comment%
floatControlFactorTurretUp
%function_comment%
floatControlFactorVehicleTurn
%function_comment%
floatControlFactorVehicleUp
%function_comment%
floatcontrolinputPitch
%function_comment%
floatcontrolinputRoll
%function_comment%
floatcontrolinputYaw
%function_comment%
pawncontrollingplayer
%function_comment%
soundCrashingSound
%function_comment%
boolCtlbAltFire
%function_comment%
boolCtlbDuck
%function_comment%
boolCtlbFire
%function_comment%
boolCtlbJump
%function_comment%
SFVehicleControlcurrentcontroller
%function_comment%
vectorCurrentLocation
%function_comment%
floatcurrentlocationX
%function_comment%
floatCurrentLocationY
%function_comment%
floatCurrentLocationZ
%function_comment%
boolCurrentlyOnGround
%function_comment%
rotatorCurrentRotation
%function_comment%
floatCurrentRotationPitch
%function_comment%
floatCurrentRotationRoll
%function_comment%
floatCurrentRotationYaw
%function_comment%
floatCurrentSpeed
%function_comment%
floatcurrenttraction
%function_comment%
soundDeactivationSound
%function_comment%
floatdebuglastchecked
%function_comment%
floatDesiredSpeed
%function_comment%
soundDestroyedSound
%function_comment%
class<effects>DestructionEffect
%function_comment%
floatElasticity
%function_comment%
intFeedbackCount
%function_comment%
nameFeedbackTag
%function_comment%
SFVehicleChildInfoFeedback[40]
%function_comment%
intFullHitPoints
%function_comment%
vectorgravityinducedvelocity
%function_comment%
intGroundFeedbackIndex
%function_comment%
intHealth
%function_comment%
intHitPoints
%function_comment%
intInitialHitPoints
%function_comment%
vectorLastGoodLocation
%function_comment%
rotatorLastGoodRotation
%function_comment%
vectorlinearvelocity
%function_comment%
SFVehicleMainSFVehicle
%function_comment%
floatMaxAcceleration
%function_comment%
floatMaxDeceleration
%function_comment%
floatmaxfeedbackX
%function_comment%
floatmaxfeedbackY
%function_comment%
floatmaxfeedbackZ
%function_comment%
floatMaxPitch
%function_comment%
floatMaxReverseAcceleration
%function_comment%
floatMaxRoll
%function_comment%
floatMaxSpeed
%function_comment%
floatMaxYaw
%function_comment%
floatminfeedbackX
%function_comment%
floatminfeedbackY
%function_comment%
floatminfeedbackZ
%function_comment%
floatMinPitch
%function_comment%
floatMinRoll
%function_comment%
floatMinSpeed
%function_comment%
floatMinYaw
%function_comment%
rotatoroffsetrotation
%function_comment%
soundOperatingSound
%function_comment%
vectorOrigin
%function_comment%
floatoriginX
%function_comment%
floatoriginY
%function_comment%
floatOriginZ
%function_comment%
SFVehicleparentdrv
%function_comment%
floatpassedaimingdelay
%function_comment%
floatpassedgroundtime
%function_comment%
moverPassengerOf
%function_comment%
rotatorPhysicalRotationRate
%function_comment%
boolPhysicsFlatBottom
%function_comment%
boolPhysicsHover
%function_comment%
SFVehiclePhysicsMethodPhysicsType
%function_comment%
boolPhysicsUseful
%function_comment%
floatPitchDownRate
%function_comment%
floatPitchUpRate
%function_comment%
rotatorPlaneAngles
%function_comment%
floatplaneanglesPitch
%function_comment%
floatplaneanglesRoll
%function_comment%
floatplaneanglesYaw
%function_comment%
boolPreviousbAltFire
%function_comment%
boolPreviousbFire
%function_comment%
vectorPreviousLocation
%function_comment%
vectorPreviousOrigin
%function_comment%
rotatorPreviousPlaneAngles
%function_comment%
rotatorPreviousRotation
%function_comment%
zoneinfoPreviousZone
%function_comment%
floatProjectileSpeed
%function_comment%
floatRepairTime
%function_comment%
floatRollLeftRate
%function_comment%
floatRollRightRate
%function_comment%
floatSavedDeltaTime
%function_comment%
intSFVehicleChildCount
%function_comment%
SFVehicleChildInfoSFVehicleChild[50]
%function_comment%
rotatorStabilizedRotation
%function_comment%
soundStationarySound
%function_comment%
floatWaterTraction
%function_comment%
floatYawLeftRate
%function_comment%
floatYawRightRate

Enums

%function_comment%
AimingMethodManual,
Stabilized,
InstantHit,
BallisticHigh,
BallisticLow
%function_comment%
SFVehiclePhysicsMethodStaticMover,
FloatAndBlock,
OrientToFloor,
TerrainFollowing,
ForceCalculation

Structs

%function_comment%
SFVehicleChildInfo{

var actor Act;
var vector OriginOffset; // used to calculate Origin
var rotator planeangles; // angles (Pitch,Yaw and Roll) between plane of parentdrv and plane of this child
var vector Origin;
var rotator originangles;
var float origindistance;
};

Functions

Activation ()
floatatan2 (float Y, float X)
autoBallisticCalculation (float latitude, float longitude, float altitude, out float yaw, out float hightraj, out float flighttime)
BeginPlay ()
DeactivatedBeginState ()
RepairingBeginState ()
DestroyedStateBeginState ()
CrashingBeginState ()
autoBeginState ()
ActivatedBeginState ()
vectorCalculateChildLocation (SFVehiclechildinfo child, vector ownlocation, rotator ownrotation)
rotatorCalculateChildRotation (SFVehiclechildinfo child, vector ownlocation, rotator ownrotation)
rotatorCalculateChildViewRotation (SFVehiclechildinfo child, vector ownlocation, rotator ownrotation)
vectorCalculateOwnLocation ()
rotatorCalculateOwnRotation ()
boolCheckForCollision (float deltatime)
autoboolCheckForFeedBack (float deltatime, out rotator TotalAngularAcceleration, out vector TotalLinearAcceleration, out vector NewLocation, out float bouncetime)
ControlVehicle (bool bJustFired, bool bFire, bool bJustAltFired, bool bAltFire, float aVehicleSpeedControl, float aTurretTurn, float aVehicleTurn, float aVehicleUp, float aTurretUp, bool bJustJumped, bool bJustDucked)
Deactivation ()
actorDebugSFVehicleTrace (out vector HitLocation, out vector HitNormal, vector End, vector Start, vector Extent)
autoDetermineBaseChange ()
autoDirectFireBallisticSolution (float l, float h, out float low_angle)
DoClose ()
DoOpen ()
autoDoPhysics (float DeltaTime)
floatdrv_atan2 (float Y, float X)
boolEncroachingOn (actor Other)
ActivatedEndState ()
autoFABPhysics (float DeltaTime)
autoboolFindEdge (vector StartPoint, vector EndPoint, out vector Edge)
autoForceCalculationPhysics (float DeltaTime)
rotatorGetPlaneRotation (vector Xaxis, vector Yaxis)
autoHighBallisticSolution (float l, float h, out float high_angle, out float flighttime)
autoInheritStuff ()
autoInterpretControls (bool bJustFired, bool bFire, bool bJustAltFired, bool bAltFire, float aVehicleSpeedControl, float aTurretTurn, float aVehicleTurn, float aVehicleUp, float aTurretUp, bool bJustJumped, bool bJustDucked)
boolIsDriver (actor Other)
ModifyAmbientSound ()
MoveChildOrigin (SFVehiclechildinfo child, vector baseloc, rotator baserot)
floatnormalizeangle (float inangle)
boolOKToMove (vector Origin, rotator planeangles)
autoOTFPhysics (float DeltaTime)
boolparentdrvOKToMove (vector Origin, rotator planeangles)
PostBeginPlay ()
autofloatpow (float base, float exponent)
autopredict_distance_travelled (float h, float g, float v, float a, out float l1, out float l2)
vectorqtz (vector invect)
vectorRealWorldLocation (vector oldpoint, rotator rotateby)
rotatorRealWorldRotation (rotator CurrentRotation, rotator planeangles)
autoRotationPhysics (float DeltaTime)
actorSFVehicleTrace (out vector HitLocation, out vector HitNormal, vector End, vector Start, vector Extent)
intsign (float value)
SplitAcceleration (vector offset, vector acceleration, out vector LinearAcceleration, out rotator angularacceleration)
StoreSFVehicleChildInfo (out SFVehicleChildInfo dest, Actor Act)
TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType)
autoTFPhysics (float DeltaTime)
Tick (float DeltaTime)
Touch (Actor Other)
UpdateAll (float DeltaTime)
UpdateOwnLocation ()
autoUpdateSpeed (float DeltaTime, float traction)
vectorVirtualLocation (vector oldpoint, rotator rotateby)
rotatorVirtualRotation (rotator CurrentRotation, rotator planeangles)

Default properties

{
     DestructionEffect=Class'UnrealShare.BallExplosion'
     PhysicsType=FloatAndBlock
     PhysicalRotationRate=(Pitch=8192,Yaw=8192,Roll=8192)
     ControlFactorTurretTurn=1.000000
     ControlFactorSpeed=1.000000
     ControlFactorTurretUp=1.000000
     ControlFactorVehicleUp=1.000000
     ControlFactorVehicleTurn=1.000000
     Elasticity=0.250000
     bPhysics=True
     bRepairable=True
     RepairTime=15.000000
     InitialState=None
     Tag=SFVehicle
     bDirectional=True
     CollisionRadius=0.000000
     CollisionHeight=0.000000
     bProjTarget=True
}


class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:42 PM
Created with UnCodeX