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Engine.Vehicle


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//=============================================================================
// Vehicle
// this abstract base class contains gameplay and AI code for vehicles
//=============================================================================

class Vehicle extends Pawn
    native
    nativereplication
    abstract;

var globalconfig bool bVehicleShadows;  // Global config option for vehicle shadows

var             bool    bDriving;               // Vehicle is being driven
var             bool    bOldDriving;
var             bool    bDrawVehicleShadow;     // Vehicle Shadow
var (Vehicle)   bool    bDrawDriverInTP;        // Whether to draw the driver when in 3rd person mode.
var (Vehicle)   bool    bDriverCollideActors;   // if driver is drawn in vehicle, is Driver.bCollideActors true ?
var (Vehicle)   bool    bRelativeExitPos;       // relative vector to vehicle?

var     bool    bDefensive;             // should be used by defenders
var     bool    bAutoTurret;            // controlled by AI if no player controlling (FIXME Move to subclass)
var     bool    bRemoteControlled;      // destroying vehicle won't kill player
var     bool    bEjectDriver;           // If vehicle is destroyed, don't kill and eject driver(s)
var     bool    bTurnInPlace;           // whether vehicle can turn in place
var     bool    bFollowLookDir;         // used by AI to know that controller's rotation determines vehicle rotation
var     bool    bNonHumanControl;       // Cannot be controlled by humans
var     bool    bStalled;               // Vehicle is stalled (can't apply acceleration)
var     bool    bVehicleDestroyed;      // Vehicle has been destroyed (no more need to simulate special vehicle physics)
var     bool    bShowDamageOverlay;     // Vehicle should display the normal pawn damage overlay when hit by a weapon
var     bool    bDropDetail;            // Vehicle should reduce its detail level
var     bool    bNoFriendlyFire;        // FriendlyFire disabled for this vehicle
var     bool    bCanHover;              // Actor can hover above water
var     bool    bCanDoTrickJumps;       // AI hint

// Cameras
var (Vehicle) bool  bDrawMeshInFP;      // Whether to draw the vehicle mesh when in 1st person mode.
var (Vehicle) bool  bZeroPCRotOnEntry;  // If true, set camera rotation to zero on entering vehicle. If false, set it to the vehicle rotation.
var bool    bPCRelativeFPRotation;      // In 1st person, PlayerController rotation is relative to vehicle rotation

var     bool    bWeaponisFiring;
var     bool    bWeaponisAltFiring;

var     bool    bTeamLocked;        // Team defines which players are allowed to enter the vehicle
var     bool    bEnterringUnlocks;  // Vehicle is unlocked when a player enterred it..
var bool bCanFlip;
var bool bAllowViewChange;
var bool bAllowWeaponToss; //if the driver dies, will he toss his weapon?

var(Vehicle) bool   bHUDTrackVehicle;   // If true, Vehicle will tracked on HUD. (For Objectives in Assault)
var bool bHasRadar;
var bool bHasHandbrake;                 // hint for AI
var bool bScriptedRise;                 // hint for AI
var bool bKeyVehicle;                   // hint for AI
var bool bSeparateTurretFocus;          // hint for AI (for tank type turreted vehicles)

var() bool  bHighScoreKill; // vehicle is considered important, and awards 5 points upon destruction.

var bool    bAdjustDriversHead; // rotate driver's head depending on view rotation
var bool    bEnemyLockedOn;
var config bool bDesiredBehindView;

var bool bHideRemoteDriver; // If Set to true, the remote controlling driver will be hidden
var bool bShowChargingBar;
var bool bDriverHoldsFlag;
var bool bCanCarryFlag;

var bool bSpawnProtected;   // Cannot be destroyed by a player before its been possessed.

var() bool bFPNoZFromCameraPitch; // Ignore any vehicle-space Z due to FPCamViewOffset (so looking up and down doesn't change camera Z rel to vehicle)

var     byte    StuckCount;             // used by AI
var()   byte    Team;
var     byte    OldTeam, PrevTeam;  // OldTeam is used for replication purposes, PrevTeam is the team of the previous driver.

var             Rotator PlayerEnterredRotation; // Original rotation when player enterred vehicle
var     float   EjectMomentum;

var class<Controller> AutoTurretControllerClass;

// generic controls (set by controller, used by concrete derived classes)
var (Vehicle) float     Steering;       // between -1 and 1
var (Vehicle) float     Throttle;       // between -1 and 1
var (Vehicle) float     Rise;           // between -1 and 1
var           int       DriverViewPitch;      // The driver's view pitch
var           int       DriverViewYaw;        // The driver's view yaw

var float       ThrottleTime;   // last time at which throttle was 0 (used by AI)
var float       StuckTime;
var float       VehicleMovingTime; // used by AI C++

var (Vehicle) vector    DrivePos;       // Position (rel to vehicle) to put player while driving.
var (Vehicle) rotator   DriveRot;       // Rotation (rel to vehicle) to put driver while driving.
var (Vehicle) name      DriveAnim;      // Animation to play while driving.

//Info for EntryPositions
var (Vehicle) array<vector> ExitPositions;      // Positions (rel to vehicle) to try putting the player when exiting.
var (Vehicle) vector                    EntryPosition;      // Offset for the entry trigger
var (Vehicle) float                     EntryRadius;        // Radius for the entry trigger

var (Vehicle) vector   FPCamPos;        // Position of camera when driving first person.
var (Vehicle) vector   FPCamViewOffset; // Offset in reference frame of camera.

//clientside settings
var config float TPCamDistance;
// force feedback
var string CenterSpringForce;
var int CenterSpringRangePitch;
var int CenterSpringRangeRoll;

var (Vehicle) vector   TPCamLookat; // Look at location in vehicle space
var (Vehicle) vector   TPCamWorldOffset; // Applied in world space after vehicle transform.
var float DesiredTPCamDistance, LastCameraCalcTime, CameraSpeed; //for smoothly interpolating TPCamDistance to new value
var (Vehicle) Range    TPCamDistRange;

var (Vehicle) int   MaxViewYaw;         // Maximum amount you can look left and right
var (Vehicle) int   MaxViewPitch;       // Maximum amount you can look up and down

var     Pawn            Driver;     // Can be None if Controller spawns right away with vehicle
var     SVehicleFactory ParentFactory;

// FX
var String          TransEffects[2];        // Spawning effects
var ShadowProjector VehicleShadow;          // Shadow projector
var float           ShadowMaxTraceDist;
var float           ShadowCullDistance;

var float MomentumMult; //damage momentum multiplied by this value before being applied to vehicle
var float DriverDamageMult; //damage to the driver is multiplied by this value

// Missle warning
var String  LockOnClassString;
var float   LastLockWarningTime;
var float   LockWarningInterval;

var Vehicle NextVehicle;
var localized string VehiclePositionString;
var localized cache string VehicleNameString;
var localized cache string VehicleDescription;

var Texture TeamBeaconTexture, NoEntryTexture;
var Material TeamBeaconBorderMaterial;

var AIMarker myMarker;  // used for stationary turrets

//VEHICULAR MANSLAUGHTER
var float MinRunOverSpeed; //speed must be greater than this for running into someone to do damage
var class<DamageType> RanOverDamageType, CrushedDamageType;
var sound RanOverSound;
var name StolenAnnouncement;
var sound StolenSound;

var float LinkHealMult; // If > 0, Link Gun secondary heals an amount equal to its damage times this

var float OldSteering;
var float VehicleLostTime, TeamUseTime, PlayerStartTime;
var float MaxDesireability;
var const float AIMoveCheckTime;
var float ObjectiveGetOutDist; //if AI controlled and bot needs to trigger an objective not triggerable by vehicles, it will try to get out this far away

var name FlagBone;
var vector FlagOffset;
var rotator FlagRotation;

var float   WheelsScale;

// HORN
var array<sound>    HornSounds;
var float           LastHornTime;

// BULLET HITS
var() array<sound>    BulletSounds;

// WATER DAMAGE
var()   float               WaterDamage;
var     class<DamageType>   VehicleDrowningDamType;

// HUD OVERLAY
var class<Actor>            HUDOverlayClass;
var Actor                   HUDOverlay;
var() vector                HUDOverlayOffset;
var() float                 HUDOverlayFOV;

// SPAWN OVERLAY MATERIAL
var()   Material            SpawnOverlay[2];


struct native SVehicleIcon
{
    var Material    Material;
    var float       X, Y, SizeX, SizeY;
    var bool        bIsGreyScale;
};

var SVehicleIcon VehicleIcon;

// (cpptext)
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// (cpptext)
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replication
{
    reliable if ( Role==ROLE_Authority )
        ClientKDriverEnter, ClientKDriverLeave, FixPCRotation, ClientClearController;

    unreliable if( bNetDirty && Role==ROLE_Authority )
        bDriving, bTeamLocked, Driver, Team, bVehicleDestroyed, WheelsScale;

    unreliable if( bNetInitial && Role==ROLE_Authority )
        bHUDTrackVehicle;

    reliable if ( Role < ROLE_Authority )
        VehicleFire, VehicleCeaseFire;
}

function PreBeginPlay()
{
    if ( !Level.Game.bAllowVehicles && !bDeleteMe )
    {
        Destroy();
        return;
    }

    Super.PreBeginPlay();
}

function PlayerChangedTeam()
{
    if ( Driver != None )
        Driver.KilledBy(Driver);
    else
        Super.PlayerChangedTeam();
}

simulated function SetBaseEyeheight()
{
    BaseEyeheight = Default.BaseEyeheight;
    Eyeheight = BaseEyeheight;
}

simulated function string GetVehiclePositionString()
{
    return VehiclePositionString;
}

function Suicide()
{
    if ( Driver != None )
        Driver.KilledBy(Driver);
    else
        KilledBy(self);
}

function bool CheatWalk()
{
    return false;
}

function bool CheatGhost()
{
    return false;
}

function bool CheatFly()
{
    return false;
}

simulated function PostBeginPlay()
{
    local controller NewController;

    super.PostBeginPlay();

    if ( bDeleteMe )
        return;

    // Glue a shadow projector on
    if ( bVehicleShadows && bDrawVehicleShadow && (Level.NetMode != NM_DedicatedServer) )
    {
        VehicleShadow = Spawn(class'ShadowProjector', self, '', Location);
        VehicleShadow.ShadowActor       = Self;
        VehicleShadow.bBlobShadow       = false;
        VehicleShadow.LightDirection    = Normal(vect(1,1,6));
        VehicleShadow.LightDistance     = 1200;
        VehicleShadow.MaxTraceDistance  = ShadowMaxTraceDist;
        VehicleShadow.CullDistance      = ShadowCullDistance;
        VehicleShadow.InitShadow();
    }

    if ( Role == Role_Authority )
    {
        if ( bAutoTurret && (Controller == None) && (AutoTurretControllerClass != None) )
        {
            NewController = spawn(AutoTurretControllerClass);
            if ( NewController != None )
                NewController.Possess(self);
        }
        if ( !bAutoTurret && !bNonHumanControl && IndependentVehicle() )
            Level.Game.RegisterVehicle(self);
    }

    OldTeam = Team;
    PrevTeam = Team;
}

simulated event SetInitialState()
{
    Super.SetInitialState();

    Disable('Tick');
}

function bool StronglyRecommended(Actor S, int TeamIndex, Actor Objective)
{
    return bKeyVehicle;
}

//return a value indicating how useful this vehicle is to bots
function float BotDesireability(Actor S, int TeamIndex, Actor Objective)
{
    local bool bSameTeam;
    local PlayerController P;

    bSameTeam = ( GetTeamNum() == TeamIndex );
    if ( bSameTeam )
    {
        if ( Level.TimeSeconds < TeamUseTime )
            return 0;
        if ( !bKeyVehicle && (Level.TimeSeconds < PlayerStartTime) )
        {
            P = Level.GetLocalPlayerController();
            if ( (P == None) || ((P.Pawn != None) && (Vehicle(P.Pawn) == None)) )
                return 0;
        }
    }
    if ( !bKeyVehicle && !bStationary && (Level.TimeSeconds < VehicleLostTime) )
        return 0;
    else if (Health <= 0 || Occupied() || (bTeamLocked && !bSameTeam))
        return 0;

    if (bKeyVehicle)
        return 100;

    return ((MaxDesireability * 0.5) + (MaxDesireability * 0.5 * (float(Health) / HealthMax)));
}

simulated function Destroyed()
{
    local Vehicle   V, Prev;

    if ( ParentFactory != None )
        ParentFactory.VehicleDestroyed( Self );     // Notify parent factory of death

    if ( VehicleShadow != None )
        VehicleShadow.Destroy();                    // Destroy shadow projector

    if ( bAutoTurret && (Controller != None) && ClassIsChildOf(Controller.Class, AutoTurretControllerClass) && !Controller.bDeleteMe )
    {
        Controller.Destroy();
        Controller = None;
    }

    if ( Driver != None )
        Destroyed_HandleDriver();

    if ( Level.Game != None )
    {
        if ( Level.Game.VehicleList == Self )
            Level.Game.VehicleList = NextVehicle;
        else
        {
            Prev = Level.Game.VehicleList;
            if ( Prev != None )
                for ( V=Level.Game.VehicleList.NextVehicle; V!=None; V=V.NextVehicle )
                {
                    if ( V == self )
                    {
                        Prev.NextVehicle = NextVehicle;
                        break;
                    }
                    else
                        Prev = V;
                }
        }
    }

    super.Destroyed();
}

simulated function Destroyed_HandleDriver()
{
    local Pawn      OldDriver;

    Driver.LastRenderTime = LastRenderTime;
    if ( Role == ROLE_Authority )
    {
        // if Driver wasn't visible in vehicle, destroy it
        if ( Driver != None && !bRemoteControlled && !bEjectDriver && !bDrawDriverInTP && Driver.Health > 0 )
        {
            OldDriver = Driver;
            Driver = None;
            OldDriver.DrivenVehicle = None;
            if ( !OldDriver.bDeleteMe )
                OldDriver.Destroy();
        }
        else if ( !bRemoteControlled && !bEjectDriver )
        {
            // otherwise spawn dead karma body
            if (!bDrawDriverInTP && PlaceExitingDriver())
            {
                Driver.StopDriving(self);
                Driver.DrivenVehicle = self;
            }
            Driver.TearOffMomentum = Velocity * 0.25;
            Driver.Died(Controller, class'DamRanOver', Driver.Location);
        }
    }
    else if ( Driver.DrivenVehicle == self )
        Driver.StopDriving(self);
}

simulated function vector GetCameraLocationStart()
{
    return Location;
}

simulated function SpecialCalcBehindView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
{
    local vector CamLookAt, HitLocation, HitNormal, OffsetVector;
    local Actor HitActor;
    local vector x, y, z;

    if (DesiredTPCamDistance < TPCamDistance)
        TPCamDistance = FMax(DesiredTPCamDistance, TPCamDistance - CameraSpeed * (Level.TimeSeconds - LastCameraCalcTime));
    else if (DesiredTPCamDistance > TPCamDistance)
        TPCamDistance = FMin(DesiredTPCamDistance, TPCamDistance + CameraSpeed * (Level.TimeSeconds - LastCameraCalcTime));

    GetAxes(PC.Rotation, x, y, z);
    ViewActor = self;
    CamLookAt = GetCameraLocationStart() + (TPCamLookat >> Rotation) + TPCamWorldOffset;

    OffsetVector = vect(0, 0, 0);
    OffsetVector.X = -1.0 * TPCamDistance;

    CameraLocation = CamLookAt + (OffsetVector >> PC.Rotation);

    HitActor = Trace(HitLocation, HitNormal, CameraLocation, CamLookAt, true, vect(40, 40, 40));
    if ( HitActor != None
         && (HitActor.bWorldGeometry || HitActor == GetVehicleBase() || Trace(HitLocation, HitNormal, CameraLocation, CamLookAt, false, vect(40, 40, 40)) != None) )
            CameraLocation = HitLocation;

    CameraRotation = Normalize(PC.Rotation + PC.ShakeRot);
    CameraLocation = CameraLocation + PC.ShakeOffset.X * x + PC.ShakeOffset.Y * y + PC.ShakeOffset.Z * z;
}

simulated function SpecialCalcFirstPersonView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
{
    local quat CarQuat, LookQuat, ResultQuat;
    local vector VehicleZ, CamViewOffsetWorld, x, y, z;
    local float CamViewOffsetZAmount;

    GetAxes(PC.Rotation, x, y, z);
    ViewActor = self;

    if (bPCRelativeFPRotation)
    {
        CarQuat = QuatFromRotator(Rotation);
        CameraRotation = Normalize(PC.Rotation);
        LookQuat = QuatFromRotator(CameraRotation);
        ResultQuat = QuatProduct(LookQuat, CarQuat);
        CameraRotation = QuatToRotator(ResultQuat);
    }
    else
        CameraRotation = PC.Rotation;

    // Camera position is locked to car
    CamViewOffsetWorld = FPCamViewOffset >> CameraRotation;
    CameraLocation = GetCameraLocationStart() + (FPCamPos >> Rotation) + CamViewOffsetWorld;

    if(bFPNoZFromCameraPitch)
    {
        VehicleZ = vect(0,0,1) >> Rotation;
        CamViewOffsetZAmount = CamViewOffsetWorld Dot VehicleZ;
        CameraLocation -= CamViewOffsetZAmount * VehicleZ;
    }

    CameraRotation = Normalize(CameraRotation + PC.ShakeRot);
    CameraLocation = CameraLocation + PC.ShakeOffset.X * x + PC.ShakeOffset.Y * y + PC.ShakeOffset.Z * z;
}

// Special calc-view for vehicles
simulated function bool SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
{
    local PlayerController pc;

    pc = PlayerController(Controller);

    // Only do this mode we have a playercontroller
    if( (pc == None) || (pc.Viewtarget != self) )
        return false;

    if( pc.bBehindView )
        SpecialCalcBehindView(PC,ViewActor,CameraLocation,CameraRotation);
    else
        SpecialCalcFirstPersonView(PC,ViewActor,CameraLocation,CameraRotation);

    LastCameraCalcTime = Level.TimeSeconds;

    return true;
}

simulated function bool SpectatorSpecialCalcView(PlayerController Viewer, out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
{
    local rotator DummyRotation;

    if (Viewer.ViewTarget != self)
        return false;

    if (Viewer.bBehindView)
    {
        DesiredTPCamDistance = (TPCamDistRange.Max - TPCamDistRange.Min) * (Viewer.CameraDist / Viewer.CameraDistRange.Max) + TPCamDistRange.Min;
        SpecialCalcBehindView(Viewer, ViewActor, CameraLocation, CameraRotation);
    }
    else
        SpecialCalcFirstPersonView(Viewer, ViewActor, CameraLocation, DummyRotation); //use rotation set by playercontroller

    LastCameraCalcTime = Level.TimeSeconds;

    Viewer.SetLocation(CameraLocation);

    return true;
}

// Events called on driver entering/leaving vehicle

function Vehicle FindEntryVehicle(Pawn P)
{
    if ( AIController(P.Controller) != None )
        return self;
    if (VSize(P.Location - (Location + (EntryPosition >> Rotation))) < EntryRadius)
        return self;
    return None;
}

// The pawn Driver has tried to take control of this vehicle
function bool TryToDrive(Pawn P)
{
    if ( P.bIsCrouched ||  bNonHumanControl || (P.Controller == None) || (Driver != None) || (P.DrivenVehicle != None) || !P.Controller.bIsPlayer
         || P.IsA('Vehicle') || Health <= 0 )
        return false;

    if( !Level.Game.CanEnterVehicle(self, P) )
        return false;

    // Check vehicle Locking....
    if ( !bTeamLocked || P.GetTeamNum() == Team )
    {
        if ( bEnterringUnlocks && bTeamLocked )
            bTeamLocked = false;

        KDriverEnter( P );
        return true;
    }
    else
    {
        VehicleLocked( P );
        return false;
    }
}

event VehicleLocked( Pawn P );  // Pawn tried to enter vehicle, but it's locked!!

function PossessedBy(Controller C)
{
    local PlayerController PC;

    if ( bAutoTurret && (Controller != None) && ClassIsChildOf(Controller.Class, AutoTurretControllerClass) && !Controller.bDeleteMe )
    {
        Controller.Destroy();
        Controller = None;
    }

    super.PossessedBy( C );

    // Stole another team's vehicle, so set Team to new owner's team
    if ( C.GetTeamNum() != Team )
    {
        //add stat tracking event/variable here?
        if ( Team != 255 && PlayerController(C) != None )
        {
            if( StolenAnnouncement != '' )
                PlayerController(C).PlayRewardAnnouncement(StolenAnnouncement, 1);

            if( StolenSound != None )
                PlaySound( StolenSound,, 2.5*TransientSoundVolume,, 400);
        }

        if ( C.GetTeamNum() != 255 )
            SetTeamNum( C.GetTeamNum() );
    }

    NetPriority = 3;
    NetUpdateFrequency = 100;
    ThrottleTime = Level.TimeSeconds;
    bSpawnProtected = false;

    PC = PlayerController(C);
    if ( PC != None )
        ClientKDriverEnter( PC );

    if ( ParentFactory != None && ( !bAutoTurret || !ClassIsChildOf(C.Class, AutoTurretControllerClass) ) )
        ParentFactory.VehiclePossessed( Self );     // Notify parent factory
}

function UnPossessed()
{
    local PlayerController  PC;
    local Controller        NewController;
    local bool              bWasPlayer;

    StopWeaponFiring();
    PC = PlayerController(Controller);



    if ( PC != None )
    {
        bWasPlayer = true;
        ClientKDriverLeave(PC);
        if (bPCRelativeFPRotation && !PC.bBehindView)
            FixPCRotation(PC);
    }
    else
        ClientClearController();

    NetPriority = Default.NetPriority;          // restore original netpriority changed when possessing
    NetUpdateTime = Level.TimeSeconds - 1;
    NetUpdateFrequency = 8;

    super.UnPossessed();

    if ( ParentFactory != None && ( !bAutoTurret || (Controller == None) || !ClassIsChildOf(Controller.Class, AutoTurretControllerClass) ) )
        ParentFactory.VehicleUnPossessed( Self );       // Notify parent of UnPossessed()

    if ( Health > 0 && !bDeleteMe )
    {
        if ( bWasPlayer && bAutoTurret && (AutoTurretControllerClass != None) )
        {
            Controller      = None;
            NewController   = spawn(AutoTurretControllerClass);
            if ( NewController != None )
                NewController.Possess( Self );
        }
    }
}

function KDriverEnter(Pawn P)
{
    local Controller C;

    bDriving = True;
    StuckCount = 0;

    // We don't have pre-defined exit positions here, so we use the original player location as an exit point
    if ( !bRelativeExitPos )
    {
        PlayerEnterredRotation = P.Rotation;
        ExitPositions[0] =  P.Location + Vect(0,0,16);
    }

    // Set pawns current controller to control the vehicle pawn instead
    C = P.Controller;
    if ( !bCanCarryFlag && (C.PlayerReplicationInfo.HasFlag != None)  )
        P.DropFlag();

    Driver = P;
    Driver.StartDriving( Self );

    // Disconnect PlayerController from Driver and connect to SVehicle.
    C.bVehicleTransition = true; // to keep Bots from doing Restart()
    C.Unpossess();
    Driver.SetOwner( Self ); // This keeps the driver relevant.
    C.Possess( Self );
    C.bVehicleTransition = false;

    DrivingStatusChanged();

    if ( PlayerController(C) != None )
        VehicleLostTime = 0;

    AttachFlag(PlayerReplicationInfo.HasFlag);

    Level.Game.DriverEnteredVehicle(self, P);
}

function AttachFlag(Actor FlagActor)
{
    if ( !bDriverHoldsFlag && (FlagActor != None) )
    {
        AttachToBone(FlagActor,FlagBone);
        FlagActor.SetRelativeRotation(FlagRotation);
        FlagActor.SetRelativeLocation(FlagOffset);
    }
}

simulated event SetWheelsScale(float NewScale)
{
    WheelsScale = NewScale;
}

// Called from the PlayerController when player wants to get out.
event bool KDriverLeave( bool bForceLeave )
{
    local Controller C;
    local PlayerController  PC;
    local bool havePlaced;

    if( !bForceLeave && !Level.Game.CanLeaveVehicle(self, Driver) )
        return false;

    if ( (PlayerReplicationInfo != None) && (PlayerReplicationInfo.HasFlag != None) )
        Driver.HoldFlag(PlayerReplicationInfo.HasFlag);

    // Do nothing if we're not being driven
    if (Controller == None )
        return false;

    // Before we can exit, we need to find a place to put the driver.
    // Iterate over array of possible exit locations.

    if ( (Driver != None) && (!bRemoteControlled || bHideRemoteDriver) )
    {
        Driver.bHardAttach = false;
        Driver.bCollideWorld = true;
        Driver.SetCollision(true, true);
        havePlaced = PlaceExitingDriver();

        // If we could not find a place to put the driver, leave driver inside as before.
        if (!havePlaced && !bForceLeave )
        {
            Driver.bHardAttach = true;
            Driver.bCollideWorld = false;
            Driver.SetCollision(false, false);
            return false;
        }
    }

    bDriving = False;

    // Reconnect Controller to Driver.
    C = Controller;
    if (C.RouteGoal == self)
        C.RouteGoal = None;
    if (C.MoveTarget == self)
        C.MoveTarget = None;
    C.bVehicleTransition = true;
    Controller.UnPossess();

    if ( (Driver != None) && (Driver.Health > 0) )
    {
        Driver.SetOwner( C );
        C.Possess( Driver );

        PC = PlayerController(C);
        if ( PC != None )
            PC.ClientSetViewTarget( Driver ); // Set playercontroller to view the person that got out

        Driver.StopDriving( Self );
    }
    C.bVehicleTransition = false;

    if ( C == Controller )  // If controller didn't change, clear it...
        Controller = None;

    Level.Game.DriverLeftVehicle(self, Driver);

    // Car now has no driver
    Driver = None;

    DriverLeft();

    // Put brakes on before you get out :)
    Throttle    = 0;
    Steering    = 0;
    Rise        = 0;

    return true;
}

// DriverLeft() called by KDriverLeave()
function DriverLeft()
{
    DrivingStatusChanged();
}

simulated event UpdateTiltForceFeedback()
{
    local rotator SpringCenter;
    local float pitch, roll;
    local PlayerController PC;

    PC = PlayerController(Controller);
    if ( PC != None )
    {
        SpringCenter = rotation;
        pitch = Clamp(SpringCenter.Pitch, -CenterSpringRangePitch, CenterSpringRangePitch);
        roll = Clamp(SpringCenter.Roll, -CenterSpringRangeRoll, CenterSpringRangeRoll);
        pitch /= CenterSpringRangePitch;
        roll /= CenterSpringRangeRoll;
        PC.ChangeSpringFeedbackEffect(CenterSpringForce, roll, pitch);
    }
}

simulated function ClientKDriverEnter(PlayerController PC)
{
//	PC.bFreeCamera = true;

    // Set rotation of camera when getting into vehicle based on bZeroPCRotOnEntry
    if ( bZeroPCRotOnEntry )
        PC.SetRotation( rot(0, 0, 0) );

    //set starting camera distance to local player's preferences
    TPCamDistance = default.TPCamDistance;
    DesiredTPCamDistance = TPCamDistance;

    if (!PC.bBehindView)
       ActivateOverlay(True);

    if ( PC.bEnableGUIForceFeedback
        &&  PC.bForceFeedbackSupported
        &&  (Viewport(PC.Player) != None) )
    {
        if ( (CenterSpringRangePitch > 0) && (CenterSpringRangeRoll > 0) )
            UpdateTiltForceFeedback();
        PC.ClientPlayForceFeedback(CenterSpringForce);
    }

    if (Driver!=None)
    {
        Driver.AmbientSound=none;
        if (Driver.Weapon!=None)
            Driver.Weapon.AmbientSound=none;
    }


}

simulated function ClientClearController()
{
    ActivateOverlay(False);
}

simulated function ClientKDriverLeave(PlayerController PC)
{
//	PC.bFreeCamera = false;

    // Stop messing with bOwnerNoSee
    if ( Driver != None )
        Driver.bOwnerNoSee = Driver.default.bOwnerNoSee;

    if (PC.bEnableGUIForceFeedback)
        PC.StopForceFeedback(CenterSpringForce);

    bWeaponisFiring = False;
    bWeaponisAltFiring = False;

    ActivateOverlay(False);
}

simulated function ActivateOverlay(bool bActive)
{
    if (bActive)
    {
        if (HUDOverlayClass != None && HUDOverlay == None)
            HUDOverlay = spawn(HUDOverlayClass);
    }
    else if (HUDOverlay != None)
        HUDOverlay.Destroy();
}

//seperate replicated function called from UnPossessed() to make PC rotation no longer relative to vehicle
//needed because PC.bBehindView will get screwed around with as a result of unpossessing vehicle and repossessing Driver
simulated function FixPCRotation(PlayerController PC)
{
    PC.SetRotation(rotator(vector(PC.Rotation) >> Rotation));
}

simulated function AttachDriver(Pawn P)
{
    local vector AttachPos;

    P.bHardAttach = true;
    AttachPos = Location + (DrivePos >> Rotation);
    P.SetLocation( AttachPos );
    P.SetPhysics( PHYS_None );
    P.SetBase( Self );
    P.SetRelativeRotation( DriveRot );
}

simulated function DetachDriver(Pawn P) {}

function bool PlaceExitingDriver()
{
    local int       i, j;
    local vector    tryPlace, Extent, HitLocation, HitNormal, ZOffset, RandomSphereLoc;
    local float BestDir, NewDir;

    if ( Driver == None )
        return false;
    Extent = Driver.default.CollisionRadius * vect(1,1,0);
    Extent.Z = Driver.default.CollisionHeight;
    ZOffset = Driver.default.CollisionHeight * vect(0,0,1);

    //avoid running driver over by placing in direction perpendicular to velocity
    if ( VSize(Velocity) > 100 )
    {
        tryPlace = Normal(Velocity cross vect(0,0,1)) * (CollisionRadius + Driver.default.CollisionRadius ) * 1.25 ;
        if ( (Controller != None) && (Controller.DirectionHint != vect(0,0,0)) )
        {
            if ( (tryPlace dot Controller.DirectionHint) < 0 )
                tryPlace *= -1;
        }
        else if ( FRand() < 0.5 )
                tryPlace *= -1; //randomly prefer other side
        if ( (Trace(HitLocation, HitNormal, Location + tryPlace + ZOffset, Location + ZOffset, false, Extent) == None && Driver.SetLocation(Location + tryPlace + ZOffset))
             || (Trace(HitLocation, HitNormal, Location - tryPlace + ZOffset, Location + ZOffset, false, Extent) == None && Driver.SetLocation(Location - tryPlace + ZOffset)) )
            return true;
    }

    if ( (Controller != None) && (Controller.DirectionHint != vect(0,0,0)) )
    {
        // first try best position
        tryPlace = Location;
        BestDir = 0;
        for( i=0; i<ExitPositions.Length; i++)
        {
            NewDir = Normal(ExitPositions[i] - Location) Dot Controller.DirectionHint;
            if ( NewDir > BestDir )
            {
                BestDir = NewDir;
                tryPlace = ExitPositions[i];
            }
        }
        Controller.DirectionHint = vect(0,0,0);
        if ( tryPlace != Location )
        {
            if ( bRelativeExitPos )
            {
                if ( ExitPositions[0].Z != 0 )
                    ZOffset = Vect(0,0,1) * ExitPositions[0].Z;
                else
                    ZOffset = Driver.default.CollisionHeight * vect(0,0,2);

                tryPlace = Location + ( (tryPlace-ZOffset) >> Rotation) + ZOffset;

                // First, do a line check (stops us passing through things on exit).
                if ( (Trace(HitLocation, HitNormal, tryPlace, Location + ZOffset, false, Extent) == None)
                    && Driver.SetLocation(tryPlace) )
                    return true;
            }
            else if ( Driver.SetLocation(tryPlace) )
                return true;
        }
    }

    if ( !bRelativeExitPos )
    {
        for( i=0; i<ExitPositions.Length; i++)
        {
            tryPlace = ExitPositions[i];

            if ( Driver.SetLocation(tryPlace) )
                return true;
            else
            {
                for (j=0; j<10; j++) // try random positions in a sphere...
                {
                    RandomSphereLoc = VRand()*200* FMax(FRand(),0.5);
                    RandomSphereLoc.Z = Extent.Z * FRand();

                    // First, do a line check (stops us passing through things on exit).
                    if ( Trace(HitLocation, HitNormal, tryPlace+RandomSphereLoc, tryPlace, false, Extent) == None )
                    {
                        if ( Driver.SetLocation(tryPlace+RandomSphereLoc) )
                            return true;
                    }
                    else if ( Driver.SetLocation(HitLocation) )
                        return true;
                }
            }
        }
        return false;
    }

    for( i=0; i<ExitPositions.Length; i++)
    {
        if ( ExitPositions[0].Z != 0 )
            ZOffset = Vect(0,0,1) * ExitPositions[0].Z;
        else
            ZOffset = Driver.default.CollisionHeight * vect(0,0,2);

        tryPlace = Location + ( (ExitPositions[i]-ZOffset) >> Rotation) + ZOffset;

        // First, do a line check (stops us passing through things on exit).
        if ( Trace(HitLocation, HitNormal, tryPlace, Location + ZOffset, false, Extent) != None )
            continue;

        // Then see if we can place the player there.
        if ( !Driver.SetLocation(tryPlace) )
            continue;

        return true;
    }
    return false;
}

function Pawn CheckForHeadShot(Vector loc, Vector ray, float AdditionalScale)
{
    return None;
}

function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
                        Vector momentum, class<DamageType> damageType)
{
    local int ActualDamage;
    local Controller Killer;

    // Spawn Protection: Cannot be destroyed by a player until possessed
    if ( bSpawnProtected && instigatedBy != None && instigatedBy != Self )
        return;

    NetUpdateTime = Level.TimeSeconds - 1; // force quick net update

    if (DamageType != None)
    {
        if ((instigatedBy == None || instigatedBy.Controller == None) && DamageType.default.bDelayedDamage && DelayedDamageInstigatorController != None)
            instigatedBy = DelayedDamageInstigatorController.Pawn;

        Damage *= DamageType.default.VehicleDamageScaling;
        momentum *= DamageType.default.VehicleMomentumScaling * MomentumMult;

            if (bShowDamageOverlay && DamageType.default.DamageOverlayMaterial != None && Damage > 0 )
                SetOverlayMaterial( DamageType.default.DamageOverlayMaterial, DamageType.default.DamageOverlayTime, false );
    }

    if (bRemoteControlled && Driver!=None)
    {
        ActualDamage = Damage;
        if (Weapon != None)
            Weapon.AdjustPlayerDamage(ActualDamage, InstigatedBy, HitLocation, Momentum, DamageType );
        if (InstigatedBy != None && InstigatedBy.HasUDamage())
            ActualDamage *= 2;

        ActualDamage = Level.Game.ReduceDamage(ActualDamage, self, instigatedBy, HitLocation, Momentum, DamageType);

        if (Health - ActualDamage <= 0)
            KDriverLeave(false);
    }

    if ( Physics != PHYS_Karma )
    {
        super.TakeDamage(Damage,InstigatedBy,HitLocation,Momentum,DamageType);
        return;
    }

    if (Weapon != None)
            Weapon.AdjustPlayerDamage(Damage, InstigatedBy, HitLocation, Momentum, DamageType );
    if (InstigatedBy != None && InstigatedBy.HasUDamage())
        Damage *= 2;
    ActualDamage = Level.Game.ReduceDamage(Damage, self, instigatedBy, HitLocation, Momentum, DamageType);
    Health -= ActualDamage;

    PlayHit(actualDamage, InstigatedBy, hitLocation, damageType, Momentum);
    // The vehicle is dead!
    if ( Health <= 0 )
    {

        if ( Driver!=None && (bEjectDriver || bRemoteControlled) )
        {
            if ( bEjectDriver )
                EjectDriver();
            else
                KDriverLeave( false );
        }

        // pawn died
        if ( instigatedBy != None )
            Killer = instigatedBy.GetKillerController();
        if ( Killer == None && (DamageType != None) && DamageType.Default.bDelayedDamage )
            Killer = DelayedDamageInstigatorController;
        Died(Killer, damageType, HitLocation);
    }
    else if ( Controller != None )
        Controller.NotifyTakeHit(instigatedBy, HitLocation, actualDamage, DamageType, Momentum);

    MakeNoise(1.0);

    if ( !bDeleteMe )
    {
        if ( Location.Z > Level.StallZ )
            Momentum.Z = FMin(Momentum.Z, 0);
        KAddImpulse(Momentum, hitlocation);
    }
}

function bool HealDamage(int Amount, Controller Healer, class<DamageType> DamageType)
{
    if ( PlayerController(Healer) != None )
        PlayerStartTime = Level.TimeSeconds + 3;
    if (Health <= 0 || Health >= HealthMax || Amount <= 0 || Healer == None || !TeamLink(Healer.GetTeamNum()))
        return false;

    Health = Min(Health + (Amount * LinkHealMult), HealthMax);
    NetUpdateTime = Level.TimeSeconds - 1;
    return true;
}

//determine if radius damage that hit the vehicle should damage the driver
function DriverRadiusDamage(float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation)
{
    local float damageScale, dist;
    local vector dir;

    //if driver has collision, whatever is causing the radius damage will hit the driver by itself
    if (EventInstigator == None || Driver == None || Driver.bCollideActors || bRemoteControlled)
        return;

    dir = Driver.Location - HitLocation;
    dist = FMax(1, VSize(dir));
    dir = dir/dist;
    damageScale = 1 - FMax(0,(dist - Driver.CollisionRadius)/DamageRadius);
    if (damageScale <= 0)
        return;

    Driver.SetDelayedDamageInstigatorController(EventInstigator);
    Driver.TakeDamage( damageScale * DamageAmount, EventInstigator.Pawn, Driver.Location - 0.5 * (Driver.CollisionHeight + Driver.CollisionRadius) * dir,
               damageScale * Momentum * dir, DamageType );
}


function DriverDied()
{
    local Controller C;

    Level.Game.DiscardInventory( Driver );
    if (PlayerReplicationInfo != None && PlayerReplicationInfo.HasFlag != None)
        PlayerReplicationInfo.HasFlag.Drop(0.5 * Velocity);

    if ( Driver == None )
        return;
    C = Controller;
    Driver.StopDriving( Self );
    Driver.Controller = C;
    Driver.DrivenVehicle = self; //for in game stats, so it knows pawn was killed inside a vehicle

    if ( Controller == None )
        return;

    if ( PlayerController(Controller) != None )
    {
        Controller.SetLocation(Location);
        PlayerController(Controller).SetViewTarget( Driver );
        PlayerController(Controller).ClientSetViewTarget( Driver );
    }

    Controller.Unpossess();
    if ( Controller == C )
        Controller = None;
    C.Pawn = Driver;

    Level.Game.DriverLeftVehicle(self, Driver);

    // Car now has no driver
    Driver = None;
    bDriving = false;

    // Put brakes on before you get out :)
    Throttle    = 0;
    Steering    = 0;
    Rise        = 0;
}

function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
{
    local PlayerController PC;
    local Controller C;

    if ( bDeleteMe || Level.bLevelChange )
        return; // already destroyed, or level is being cleaned up

    if ( Physics != PHYS_Karma )
    {
        super.Died(Killer, damageType, HitLocation);
        return;
    }

    if ( Level.Game.PreventDeath(self, Killer, damageType, HitLocation) )
    {
        Health = max(Health, 1); //mutator should set this higher
        return;
    }
    Health = Min(0, Health);

    if ( Controller != None )
    {
        C = Controller;
        C.WasKilledBy(Killer);
        Level.Game.Killed(Killer, C, self, damageType);
        if( C.bIsPlayer )
        {
            PC = PlayerController(C);
            if ( PC != None )
                ClientKDriverLeave(PC); // Just to reset HUD etc.
            else
                ClientClearController();
            if ( (bRemoteControlled || bEjectDriver) && (Driver != None) && (Driver.Health > 0) )
            {
                C.Unpossess();
                C.Possess(Driver);

                if ( bEjectDriver )
                    EjectDriver();

                Driver = None;
            }
            else
                C.PawnDied(self);
        }

        if ( !C.bIsPlayer && !C.bDeleteMe )
            C.Destroy();
    }
    else
        Level.Game.Killed(Killer, Controller(Owner), self, damageType);

    if ( Killer != None )
        TriggerEvent(Event, self, Killer.Pawn);
    else
        TriggerEvent(Event, self, None);

    if ( IsHumanControlled() )
        PlayerController(Controller).ForceDeathUpdate();

    if ( !bDeleteMe )
        Destroy(); // Destroy the vehicle itself (see Destroyed)
}

function AdjustDriverDamage(out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)
{
    if ( InGodMode() )
        Damage = 0;
    else
        Damage *= DriverDamageMult;
}

function EjectDriver()
{
    local Pawn      OldPawn;
    local vector    EjectVel;

    OldPawn = Driver;

    KDriverLeave( true );

    if ( OldPawn == None )
        return;

    EjectVel    = VRand();
    EjectVel.Z  = 0;
    EjectVel    = (Normal(EjectVel)*0.2 + Vect(0,0,1)) * EjectMomentum;

    OldPawn.Velocity = EjectVel;

    // Spawn Protection
    OldPawn.SpawnTime = Level.TimeSeconds;
    OldPawn.PlayTeleportEffect( false, false);
}

// Input
function UsedBy( Pawn user )
{
    if ( Driver != None )
            return;

    // Enter vehicle code
    TryToDrive( User );
}

function Fire( optional float F )
{
    VehicleFire( false );
    bWeaponIsFiring = true;
}

function AltFire( optional float F )
{
    VehicleFire( true );
    bWeaponIsAltFiring = true;
}

function ClientVehicleCeaseFire(bool bWasAltFire)
{
    if (bWasAltFire)
        bWeaponIsAltFiring = false;
    else
        bWeaponIsFiring = false;

    VehicleCeaseFire(bWasAltFire);
}

// Do some server-side vehicle firing stuff
function VehicleFire(bool bWasAltFire)
{
    if ( bWasAltFire )
        bWeaponIsAltFiring = true;
    else
        bWeaponIsFiring = true;
}

function VehicleCeaseFire(bool bWasAltFire)
{
    if ( bWasAltFire )
        bWeaponIsAltFiring = false;
    else
        bWeaponIsFiring = false;
}

state UnDeployed
{
    function VehicleFire(bool bWasAltFire)
    {
        Global.VehicleFire(bWasAltFire);
    }

    function VehicleCeaseFire(bool bWasAltFire)
    {
        Global.VehicleCeaseFire(bWasAltFire);
    }
}

state Deployed
{
    function VehicleFire(bool bWasAltFire)
    {
        Global.VehicleFire(bWasAltFire);
    }

    function VehicleCeaseFire(bool bWasAltFire)
    {
        Global.VehicleCeaseFire(bWasAltFire);
    }
}

function bool StopWeaponFiring()
{
    local bool bResult;

    if ( bWeaponIsFiring )
    {
        ClientVehicleCeaseFire( false );
        bWeaponIsFiring = false;
        bResult = true;
    }
    if ( bWeaponIsAltFiring )
    {
        ClientVehicleCeaseFire( true );
        bWeaponIsAltFiring = false;
        bResult = true;
    }
    return bResult;
}


event UpdateEyeHeight( float DeltaTime )
{
    local Controller C;

    if ( Controller != None && Controller.IsA('PlayerController') )
        Controller.AdjustView( DeltaTime );

    for ( C=Level.ControllerList; C!=None; C=C.NextController )
        if ( C.IsA('PlayerController') && (PlayerController(C).ViewTarget == self) )
            return;

    bUpdateEyeHeight =false;
    Eyeheight = BaseEyeheight;
}

// Vehicles ignore 'face rotation'.
simulated function FaceRotation( rotator NewRotation, float DeltaTime ) {}

simulated event SetAnimAction(name NewAction)
{
    if ( bDrawDriverInTP && (Driver != None) )
        Driver.SetAnimAction(NewAction);
}

// Vehicles dont get telefragged.
event EncroachedBy(Actor Other) {}

// RanInto() called for encroaching actors which successfully moved the other actor out of the way
event RanInto(Actor Other)
{
    local vector Momentum;
    local float Speed;

    if (Pawn(Other) == None || Vehicle(Other) != None || Other == Instigator || Other.Role != ROLE_Authority)
        return;

    Speed = VSize(Velocity);
    if (Speed > MinRunOverSpeed)
    {
        Momentum = Velocity * 0.25 * Other.Mass;

        if (Controller != None && Controller.SameTeamAs(Pawn(Other).Controller))
            Momentum += Speed * 0.25 * Other.Mass * Normal(Velocity cross vect(0,0,1));
        if (RanOverSound != None)
            PlaySound(RanOverSound,,TransientSoundVolume*2.5);

            Other.TakeDamage(int(Speed * 0.075), Instigator, Other.Location, Momentum, RanOverDamageType);
    }
}

// This will get called if we couldn't move a pawn out of the way.
function bool EncroachingOn(Actor Other)
{
    if ( Other == None || Other == Instigator || Other.Role != ROLE_Authority || (!Other.bCollideActors && !Other.bBlockActors)
         || VSize(Velocity) < 10 )
        return false;

    // If its a non-vehicle pawn, do lots of damage.
    if( (Pawn(Other) != None) && (Vehicle(Other) == None) )
    {
        Other.TakeDamage(10000, Instigator, Other.Location, Velocity * Other.Mass, CrushedDamageType);
        return false;
    }
}

simulated function bool FindValidTaunt( out name Sequence )
{
    if ( !bDrawDriverInTP || (Driver == None) )
        return false;
    return Driver.FindValidTaunt(Sequence);
}

simulated function bool CheckTauntValid( name Sequence )
{
    if ( !bDrawDriverInTP || (Driver == None) )
        return false;
    return Driver.CheckTauntValid(Sequence);
}


// AI code
function bool Occupied()
{
    return ( Controller != None );
}

function float ReservationCostMultiplier()
{
    return 1.0;
}

function float NewReservationCostMultiplier(Pawn P)
{
    return ReservationCostMultiplier();
}

function bool ChangedReservation(Pawn P)
{
    return false;
}

function bool SpokenFor(Controller C)
{
    return false;
}

function SetReservation(controller C);

function Vehicle OpenPositionFor(Pawn P)
{
    if ( Controller == None )
        return self;
    return None;
}

simulated function bool IndependentVehicle()
{
    return true;
}

function Actor GetBestEntry(Pawn P)
{
    return self;
}

function Vehicle GetMoveTargetFor(Pawn P)
{
    return self;
}

simulated event DrivingStatusChanged()
{
    local PlayerController PC;

    PC = Level.GetLocalPlayerController();

    if (bDriving && PC != None && (PC.ViewTarget == None || !(PC.ViewTarget.IsJoinedTo(self))))
        bDropDetail = (Level.bDropDetail || (Level.DetailMode == DM_Low));
    else
        bDropDetail = False;

    if (bDriving)
        Enable('Tick');
    else
        Disable('Tick');
}

// TakeWaterDamage() called every tick when WaterDamage>0 and PhysicsVolume.bWaterVolume=true
event TakeWaterDamage(float DeltaTime)
{
    local vector HitLocation,HitNormal;
    local actor EntryActor;

    TakeDamage(WaterDamage * DeltaTime, Self, vect(0,0,0), vect(0,0,0), VehicleDrowningDamType);

    if ( (Level.TimeSeconds - SplashTime > 0.3) && (PhysicsVolume.PawnEntryActor != None) && !Level.bDropDetail && (Level.DetailMode != DM_Low) && EffectIsRelevant(Location,false)
        && (VSize(Velocity) > 300) )
    {
        SplashTime = Level.TimeSeconds;
        if ( !PhysicsVolume.TraceThisActor(HitLocation, HitNormal, Location - CollisionHeight*vect(0,0,1), Location + CollisionHeight*vect(0,0,1)) )    
        {
            EntryActor = Spawn(PhysicsVolume.PawnEntryActor,self,,HitLocation,rot(16384,0,0));
        }
    }
}

// LockOnWarning() called every LockWarningInterval when bEnemyLockedOn is true (on server/standalone)
event LockOnWarning()
{
    local   class<LocalMessage> LockOnClass;

    LockOnClass = class<LocalMessage>(DynamicLoadObject(LockOnClassString, class'class'));
    PlayerController(Controller).ReceiveLocalizedMessage(LockOnClass, 12);
    LastLockWarningTime = Level.TimeSeconds;
}

/* PointOfView()
called by controller when possessing this pawn
false = 1st person, true = 3rd person
*/
simulated function bool PointOfView()
{
    if (!bAllowViewChange)
        return true;

    return default.bDesiredBehindView;
}

// Spawn FX
function PlayTeleportEffect( bool bOut, bool bSound)
{
    local Actor         A;
    local class<Actor>  TransEffect;

    if ( (GetTeam() == None) || (GetTeam().TeamIndex == 0) )
        TransEffect = class<Actor>(DynamicLoadObject(TransEffects[0], class'Class'));
    else
        TransEffect = class<Actor>(DynamicLoadObject(TransEffects[1], class'Class'));

    if ( TransEffect != None )
        A = Spawn(TransEffect,,,Location + CollisionHeight * vect(0,0,0.75));

    // for fast moving vehicles, make the effect sticky
    if ( A != None )
        A.SetBase( Self );

    super.PlayTeleportEffect( bOut, bSound );
}

simulated event PlayDying(class<DamageType> DamageType, vector HitLoc) {}

simulated function int GetTeamNum()
{
    if ( Role == Role_Authority && Team == 255 && (Controller != None) )
       SetTeamNum( Controller.GetTeamNum() );

    return Team;
}

//Notify vehicle that an enemy has locked on to it
event NotifyEnemyLockedOn()
{
    bEnemyLockedOn = true;
}

function IncomingMissile(Projectile P);

//Notify vehicle that an enemy has lost the lock
event NotifyEnemyLostLock()
{
    bEnemyLockedOn = false;
}

/*
Team is changed when vehicle is possessed
and PrevTeam is restored when vehicle is unpossessed
*/
function SetTeamNum(byte T)
{
    PrevTeam    = Team;
    Team        = T;

    if ( PrevTeam != Team )
        TeamChanged();
}

simulated event TeamChanged() {}

simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
{
    super.DisplayDebug(Canvas, YL, YPos);

    Canvas.SetDrawColor(255,255,255);
    Canvas.DrawText("Steering "$Steering$" throttle "$Throttle$" rise "$Rise);

    if ( Driver != None )
    {
        YPos += YL;
        YPos += YL;
        Canvas.SetPos(0, YPos);
        Canvas.SetDrawColor(0,0,255);
        Canvas.DrawText("--- DRIVER");
        Canvas.SetPos(4, YPos);
        Driver.DisplayDebug( Canvas, YL, YPos );
    }
}

function Actor ShootSpecial(Actor A)
{
    local Controller OldController;

    if ( !Controller.bCanDoSpecial || (Weapon == None) )
        return None;

    Controller = OldController;
    if ( KDriverLeave(false) && (OldController.Pawn != None) )
    {
        OldController.Pawn.SetRotation(rotator(A.Location - OldController.Pawn.Location));
        OldController.Focus = A;
        OldController.FireWeaponAt(A);
    }
    return A;
}

//Vehicles stall when they go above the level's StallZ
simulated event Stalled();
simulated event UnStalled();

simulated function NextWeapon()
{
    local PlayerController PC;

    if ( Level.Pauser != None )
        return;

    PC = PlayerController(Controller);
    if (PC == None)
        return;

    if (!PC.bBehindView)
    {
        PC.BehindView(true);
    DesiredTPCamDistance = TPCamDistRange.Min;
    TPCamDistance = DesiredTPCamDistance;
    }
    else
    DesiredTPCamDistance = Min(DesiredTPCamDistance + 100, TPCamDistRange.Max);

    default.TPCamDistance = DesiredTPCamDistance;
    StaticSaveConfig();
}

simulated function PrevWeapon()
{
    local PlayerController PC;

    if ( Level.Pauser != None )
        return;

    PC = PlayerController(Controller);
    if (PC == None || !PC.bBehindView)
        return;

    if (DesiredTPCamDistance ~= TPCamDistRange.Min)
        PC.BehindView(false);
    else
    {
    DesiredTPCamDistance = Max(DesiredTPCamDistance - 100, TPCamDistRange.Min);
    default.TPCamDistance = DesiredTPCamDistance;
    StaticSaveConfig();
    }
}

function bool TeamLink(int TeamNum)
{
    return (LinkHealMult > 0 && Team == TeamNum && Health > 0);
}

event bool NeedsFlip()
{
    local vector worldUp, gravUp;
    local float GravMag;

    GravMag = VSize(PhysicsVolume.Gravity);
    if( GravMag < 0.1 )
        gravUp = vect(0,0,1);
    else
        gravUp = -1.0 * (PhysicsVolume.Gravity/GravMag);

    worldUp = vect(0,0,1) >> Rotation;
    if (worldUp Dot gravUp < -0.5)
        return true;

    return false;
}

function Flip(vector HitNormal, float ForceScale);

simulated function float ChargeBar();

simulated function ClientPlayForceFeedback( String EffectName )
{
    local PlayerController PC;

    PC = PlayerController(Controller);
    //if ( PC != None && PC.bEnableVehicleForceFeedback )
    if ( PC != None && PC.bEnableGUIForceFeedback )
    {
        PC.ClientPlayForceFeedback( EffectName );
    }
}

simulated function StopForceFeedback( String EffectName )
{
    local PlayerController PC;

    PC = PlayerController(Controller);
    //if ( PC != None && PC.bEnableVehicleForceFeedback )
    if ( PC != None && PC.bEnableGUIForceFeedback )
    {
        PC.StopForceFeedback( EffectName );
    }
}

function ServerPlayHorn(int HornIndex)
{
    if( (Level.TimeSeconds - LastHornTime > 3.0) && (HornIndex >= 0) && (HornIndex < HornSounds.Length) )
    {
        PlaySound( HornSounds[HornIndex],, 3.5*TransientSoundVolume,, 800);
        LastHornTime = Level.TimeSeconds;
    }
}

simulated function int NumPassengers()
{
    if ( Driver != None )
        return 1;
    return 0;
}

function Pawn GetInstigator()
{
    return Self;
}

function AIController GetBotPassenger()
{
    return AIController(Controller);
}

event bool IsVehicleEmpty()
{
    return (Driver == None);
}

function bool HasOccupiedTurret()
{
    return false;
}

function float AdjustedStrength()
{
    if (bStationary && bDefensive)
        return 1.0;

    return 0;
}

static function StaticPrecache(LevelInfo L);

function int GetSpree()
{
    if (Driver != None)
        return Driver.GetSpree();

    return 0;
}

function IncrementSpree()
{
    if (Driver != None)
        Driver.IncrementSpree();
}

simulated function POVChanged(PlayerController PC, bool bBehindViewChanged)
{
    if (PC.bBehindView)
    {
        if (bBehindViewChanged && bPCRelativeFPRotation)
            PC.SetRotation(rotator(vector(PC.Rotation) >> Rotation));

        bOwnerNoSee = false;

        if (Driver != None)
        {
            if (bDrawDriverInTP)
                Driver.bOwnerNoSee = false;
            else
                Driver.bOwnerNoSee = true;
        }

        if (PC == Controller)   // No overlays for spectators
            ActivateOverlay(False);
    }
    else
    {
        if (bPCRelativeFPRotation)
            PC.SetRotation(rotator(vector(PC.Rotation) << Rotation));

        if (bDrawMeshInFP)
            bOwnerNoSee = false;
        else
            bOwnerNoSee = true;

        if (Driver != None)
        {
            Driver.bOwnerNoSee = true;
        }

        if (bDriving && PC == Controller)   // No overlays for spectators
            ActivateOverlay(True);
    }
}

function PlayTakeHit(vector HitLocation, int Damage, class<DamageType> DamageType)
{
    local int SoundNum;

    if (IndependentVehicle() && DamageType.Default.bBulletHit && BulletSounds.Length > 0)
    {
        SoundNum = Rand(BulletSounds.Length);

        if (Controller != None && Controller == Level.GetLocalPlayerController())
            PlayOwnedSound(BulletSounds[SoundNum], SLOT_None, 2.0, False, 400);
        else
            PlayOwnedSound(BulletSounds[SoundNum], SLOT_None, 2.0, False, 100);
    }
}

function array<Vehicle> GetTurrets();

function CheckSuperBerserk();

// Used to override locking actors.  Returns who the aggressor really should lock on to

event bool VerifyLock(actor Aggressor, out actor NewTarget)
{
    return true;
}

// Returns any alternate target actor for this vehicle if it has one

simulated function actor AlternateTarget()
{
    return None;
}

function ShouldTargetMissile(Projectile P)
{
    local AIController C;

    C = AIController(Controller);
    if (C != None && C.Skill >= 5.0 && (C.Enemy == None || !C.LineOfSightTo(C.Enemy)) )
        ShootMissile(P);
}

function ShootMissile(Projectile P)
{
    Controller.Focus = P;
    Controller.FireWeaponAt(P);
}

function bool ImportantVehicle()
{
    return false;
}

function bool IsArtillery()
{
    return false;
}

//=============================================================================
// defaultproperties
//=============================================================================

defaultproperties
{
     bVehicleShadows=Wahr
     bDrawVehicleShadow=Wahr
     bRelativeExitPos=Wahr
     bZeroPCRotOnEntry=Wahr
     bPCRelativeFPRotation=Wahr
     bAllowViewChange=Wahr
     bAdjustDriversHead=Wahr
     bDesiredBehindView=Wahr
     bDriverHoldsFlag=Wahr
     bCanCarryFlag=Wahr
     Team=255
     OldTeam=255
     PrevTeam=255
     EjectMomentum=1000.000000
     DriveAnim="Vehicle_Driving"
     EntryRadius=100.000000
     TPCamDistance=600.000000
     CenterSpringForce="SpringONSHoverBike"
     CenterSpringRangePitch=2000
     CenterSpringRangeRoll=2000
     TPCamLookat=(X=-100.000000,Z=100.000000)
     CameraSpeed=500.000000
     TPCamDistRange=(Min=50.000000,Max=1500.000000)
     MaxViewYaw=16000
     MaxViewPitch=16000
     TransEffects(0)="XEffects.TransEffectRed"
     TransEffects(1)="XEffects.TransEffectBlue"
     ShadowMaxTraceDist=350.000000
     ShadowCullDistance=1500.000000
     MomentumMult=4.000000
     DriverDamageMult=1.000000
     LockOnClassString="Onslaught.ONSOnslaughtMessage"
     LockWarningInterval=1.500000
     VehiclePositionString="in a vehicle"
     VehicleNameString="Vehicle"
     RanOverDamageType=Class'Engine.DamRanOver'
     CrushedDamageType=Class'Engine.Crushed'
     LinkHealMult=0.350000
     MaxDesireability=0.500000
     ObjectiveGetOutDist=1000.000000
     bCanBeBaseForPawns=Wahr
     bDontPossess=Wahr
     bUseCompressedPosition=Falsch
     SightRadius=15000.000000
     WalkingPct=1.000000
     CrouchedPct=1.000000
     LandMovementState="PlayerDriving"
     NetUpdateFrequency=4.000000
     NetPriority=1.000000
     bForceSkelUpdate=Wahr
     CollisionRadius=120.000000
     CollisionHeight=50.000000
}

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Class file time: Fr 30.3.2007 08:43:36.000 - Creation time: Mo 16.4.2007 11:20:57.203 - Created with UnCodeX