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//----------------------------------------------------------- // //----------------------------------------------------------- class ONSPlaneCraft extends ONSVehicle abstract native nativereplication; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // Flying Parameters var() InterpCurve LiftCoefficientCurve; var() InterpCurve DragCoefficientCurve; var() float AirFactor; // Technically this should be air density * wingspan area var() float MaxThrust; var() float ThrustAcceleration; // Hovering Parameters var() bool bHoverOnGround; var() float COMHeight; var() InterpCurve HoverForceCurve; // Camera Parameters var() float CameraSwingRatio; var() float CameraDistance; // Hover Stuff var array<vector> ThrusterOffsets; var() float HoverSoftness; var() float HoverPenScale; var() float HoverCheckDist; // Internal var float OutputThrust; var float OutputStrafe; var float OutputRise; var float CurrentThrust; var float AccumulatedTime; var float LastCamTime; var rotator LastCamRot; ////////////////////////////////////////////////// // Physics var() float PitchTorque; var() float BankTorque; ////////////////////////////////////////////////// // Replicated struct native PlaneStateStruct { var KRBVec ChassisPosition; var Quat ChassisQuaternion; var KRBVec ChassisLinVel; var KRBVec ChassisAngVel; var float ServerThrust; var float ServerStrafe; var float ServerRise; var int ServerViewPitch; var int ServerViewYaw; }; var PlaneStateStruct PlaneState, OldPlaneState; var KRigidBodyState ChassisState; var bool bNewPlaneState; replication { reliable if (Role == ROLE_Authority) PlaneState; } simulated function PostNetBeginPlay() { local vector RotX, RotY, RotZ; local KarmaParams kp; local KRepulsor rep; local int i; GetAxes(Rotation,RotX,RotY,RotZ); // Spawn and assign 'repulsors' to hold bike off the ground kp = KarmaParams(KParams); kp.Repulsors.Length = ThrusterOffsets.Length; for(i=0;i<ThrusterOffsets.Length;i++) { rep = spawn(class'KRepulsor', self,, Location + ThrusterOffsets[i].X * RotX + ThrusterOffsets[i].Y * RotY + ThrusterOffsets[i].Z * RotZ); rep.SetBase(self); rep.bHidden = true; kp.Repulsors[i] = rep; } Super.PostNetBeginPlay(); } simulated event Destroyed() { local KarmaParams kp; local int i; // Destroy repulsors kp = KarmaParams(KParams); for(i=0;i<kp.Repulsors.Length;i++) kp.Repulsors[i].Destroy(); Super.Destroyed(); } simulated event bool KUpdateState(out KRigidBodyState newState) { // This should never get called on the server - but just in case! if(Role == ROLE_Authority || !bNewPlaneState) return false; newState = ChassisState; bNewPlaneState = false; return true; //return false; } simulated event SVehicleUpdateParams() { local KarmaParams kp; local int i; Super.SVehicleUpdateParams(); kp = KarmaParams(KParams); for(i=0;i<kp.Repulsors.Length;i++) { kp.Repulsors[i].Softness = HoverSoftness; kp.Repulsors[i].PenScale = HoverPenScale; kp.Repulsors[i].CheckDist = HoverCheckDist; } } function int GetRotDiff(int A, int B) { local int comp; comp = (A - B) & 65535; if(comp > 32768) comp -= 65536; return comp; } simulated function SpecialCalcBehindView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) { local vector CamLookAt, HitLocation, HitNormal; local float LerpAmount; local float CurTime; ViewActor = self; CurTime = Level.TimeSeconds; LerpAmount = 1.0 - ( CameraSwingRatio ** (CurTime - LastCamTime) ); LastCamTime = CurTime; /* if(bRearView) { CamLookAt = Location; CameraRotation.Yaw = LastCamRot.Yaw + GetRotDiff(Rotation.Yaw + 32768, LastCamRot.Yaw) * LerpAmount; CameraRotation.Roll = 0; CameraRotation.Pitch = -4000; } else {*/ CamLookAt = Location; CameraRotation.Roll = 0; CameraRotation.Yaw = LastCamRot.Yaw + GetRotDiff(Rotation.Yaw, LastCamRot.Yaw) * LerpAmount; CameraRotation.Pitch = -4000; //} CameraLocation = CamLookAt + (CameraDistance * vect(-1, 0, 0) >> CameraRotation); if( Trace( HitLocation, HitNormal, CameraLocation, CamLookAt, false, vect(10, 10, 10) ) != None ) { CameraLocation = HitLocation; } LastCamRot = CameraRotation; } simulated function SpecialCalcFirstPersonView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) { local vector CamLookAt, HitLocation, HitNormal; local float LerpAmount; local float CurTime; ViewActor = self; CurTime = Level.TimeSeconds; LerpAmount = 1.0 - ( CameraSwingRatio ** (CurTime - LastCamTime) ); LastCamTime = CurTime; /* if(bRearView) { CamLookAt = Location; CameraRotation.Yaw = LastCamRot.Yaw + GetRotDiff(Rotation.Yaw + 32768, LastCamRot.Yaw) * LerpAmount; CameraRotation.Roll = 0; CameraRotation.Pitch = -4000; } else {*/ CamLookAt = Location; CameraRotation.Roll = 0; CameraRotation.Yaw = 16384 + LastCamRot.Yaw + GetRotDiff(Rotation.Yaw, LastCamRot.Yaw) * LerpAmount; CameraRotation.Pitch = -4000; //} CameraLocation = CamLookAt + (CameraDistance * vect(0, 1, 0) >> CameraRotation); if( Trace( HitLocation, HitNormal, CameraLocation, CamLookAt, false, vect(10, 10, 10) ) != None ) { CameraLocation = HitLocation; } LastCamRot = CameraRotation; } defaultproperties { CameraSwingRatio=0.020000 CameraDistance=900.000000 } |
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