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class ONSChopperCraft extends ONSVehicle abstract native nativereplication; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) var() float UprightStiffness; var() float UprightDamping; var() float MaxThrustForce; var() float LongDamping; var() float MaxStrafeForce; var() float LatDamping; var() float MaxRiseForce; var() float UpDamping; var() float TurnTorqueFactor; var() float TurnTorqueMax; var() float TurnDamping; var() float MaxYawRate; var() float PitchTorqueFactor; var() float PitchTorqueMax; var() float PitchDamping; var() float RollTorqueTurnFactor; var() float RollTorqueStrafeFactor; var() float RollTorqueMax; var() float RollDamping; var() float StopThreshold; var() float MaxRandForce; var() float RandForceInterval; // Internal var float CopterMPH; var float TargetHeading; var float TargetPitch; var bool bHeadingInitialized; var float OutputThrust; var float OutputStrafe; var float OutputRise; var vector RandForce; var vector RandTorque; var float AccumulatedTime; // Replicated struct native CopterState { var vector ChassisPosition; var Quat ChassisQuaternion; var vector ChassisLinVel; var vector ChassisAngVel; var byte ServerThrust; var byte ServerStrafe; var byte ServerRise; var int ServerViewPitch; var int ServerViewYaw; }; var CopterState CopState, OldCopState; var KRigidBodyState ChassisState; var bool bNewCopterState; var float PushForce; // for AI when landing; var float LastJumpOutCheck; replication { reliable if ( Role == ROLE_Authority ) CopState; } simulated event bool KUpdateState(out KRigidBodyState newState) { // This should never get called on the server - but just in case! if(Role == ROLE_Authority || !bNewCopterState) return false; newState = ChassisState; bNewCopterState = false; return true; //return false; } simulated event SVehicleUpdateParams() { Super.SVehicleUpdateParams(); KSetStayUprightParams( UprightStiffness, UprightDamping ); } simulated function SpecialCalcFirstPersonView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) { ViewActor = self; CameraLocation = Location + (FPCamPos >> Rotation); } event JumpOutCheck() { local Bot B; B = Bot(Controller); if ( (B != None) && (ONSPowerCore(B.Movetarget) != None) && (ONSPowerCore(B.MoveTarget).CoreStage == 4) && ((B.Enemy == None) || !B.EnemyVisible()) ) { KDriverLeave(false); if ( Controller == None ) { KAddImpulse( PushForce*Vector(Rotation), Location ); if ( (B.Pawn.Physics == PHYS_Falling) && B.DoWaitForLanding() ) B.Pawn.Velocity.Z = 0; } } } defaultproperties { PushForce=100000.000000 bFollowLookDir=Wahr bPCRelativeFPRotation=Falsch bCanFly=Wahr bCanStrafe=Wahr bCanBeBaseForPawns=Falsch GroundSpeed=1200.000000 } |
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