00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 | //============================================================================= // Spatial Fear // Name: SFVehicleFeedback // Description: Determines where a vehicle can and cannot travel in-game // // Author: Gert Jen Peltenburg //============================================================================= class SFVehicleFeedback expands Actor; var (Collision) float BouncePercentage; var (Collision) float DamagePercentage; var (Collision) name ZoneTag; var (Collision) bool bRestrictToZoneTag; var (SpatialFear) vector WaterLift; var (SpatialFear) vector AirLift; var (SpatialFear) bool bIsGroundFeedback; // set this flag for only one of all the feedbacks for any one SFVehicle var (SpatialFear) bool bIsAuxiliaryFeedback; // used by TerrainFollowing physics to handle rising over obstacles. var bool CurrentlyOnGround; // set by SFVehicle, read by SFVehicle var float distancetocenter; var rotator angletocenter; var actor alreadycollideswith; var int alreadycollidescount; var actor collideswith; var int collidescount; var vector PreviousLocation; var float hittime; var actor hitactor; var vector hitlocation; var vector hitnormal; var rotator CurrentRotation; replication { unreliable if(Role==ROLE_Authority) CurrentRotation; unreliable if(Role==ROLE_Authority) ClientSetLocation; } function Tick(float DeltaTime) { if(Role==ROLE_Authority) { CurrentRotation=rotation; ClientSetLocation(); } } simulated function ClientSetLocation() { setrotation(CurrentRotation); } function vector Lift() { if(region.Zone.bWaterZone) return WaterLift; else return AirLift; } defaultproperties { bHidden=True bAlwaysRelevant=True bDirectional=True Texture=Texture'UnrealShare.Icons.Crosshair6' CollisionRadius=0.000000 CollisionHeight=0.000000 } |