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class USARRemoteBot extends RemoteBot; //CAMERA parameters var rotator myCameraRotation; var byte myCameraRotationOrder; var float myCameraZoom; //DRIVE middle level parameters var float LeftThrottle; //Used for skid-steered robots var float RightThrottle; //Used for skid-steered robots var float Speed; //Used for Ackerman-steered robots var float FrontSteer; //Used for Ackerman-steered robots var float RearSteer; //Used for Ackerman-steered robots var float Propeller; //Used for Underwater robots var float Rudder; //Used for Underwater robots var float SternPlane; //Used for Underwater robots var rotator AircraftRotation;//Used for flying robots var bool Normalized; //Used for all robots var bool bNewThrottle; //Used for all robots //DRIVE low level parameters var byte JointControlIdx; var array<string> JName; var array<float> JSteer; var array<byte> JOrder; var array<float> JValue; //DRIVE auxiliary parameters var bool Light; var bool Flip; //Turn parameters (obsolete) var rotator myTurn; var float myDistance; //GETGEO parameters var string GeoType; var string GeoName; //FETCONF parameters var string ConfType; var string ConfName; //SET parameters var string SetType; var string SetName; var String OpCode; var String Params; var bool RangeScan; var bool IRCameraScan; var bool SetPosition, SetOrientation, SetEncoder; //MISPKG parameters var string MPName; //var rotator MPRotation; //var vector MPTranslation; //var byte MPOrder; //TRACE parameters var bool LeaveTrace; var float TraceInterval; var Material TraceTexture; //POSALL parameters var string Pwd; //Needed for the gripper var bool bGrip; // The name of the robot var string RobotName; ////////////////////////////////////////////////////////////// // Soccer Ball Bot variables var struct BallControl { var byte cmd; // Ball commands: 0=none, 1=MoveBall, 2=KickBall var vector Loc; // Move Ball position var string Target; // Kick ball target var float Speed; // Kick ball speed } BC; // World Controller struct WCstruct { var byte cmd; // Commands: // - 0: none // - 1: create (spawn) // - 2: kill (destroy) // - 3: relative move (both location and rotation) // - 4: absolute move (both location and rotation) // - 5: set waypoints // - 6: add waypoints // - 7: clear waypoints */ // - 8: rotate // - 9: killAll (destroy all WCObjects) var string objClassName; //!< object class name var string objName; //!< unique object name var bool isObjLoc; //!< a location was defined var vector objLoc; //!< object location var bool isObjRot; //!< a rotation was defined var rotator objRot; //!< object rotation //Animation vars var rotator rotSpeed; var byte wpFlags; // Presence flags. // bit 0 : Move issued // bit 1 : Loop issued // bit 2 : Align issued // bit 3 : Show issued // bit 4 : Reset issued var float wpSpeed; var float wpTime; var bool wpMove; var bool wpLoop; var bool wpAlign; var bool wpShow; var bool wpResetOnClean; var string wpList; }; var WCstruct wcCmd; var array<WCstruct> WC; ////////////////////////////////////////////////////////////// //This function is called by USARBotConnection. The latter //can't call directly KRobot Pawn (at least it seems so) that's //why we need a "bridge" function. function SetSkin(string skinName) { if(Pawn.IsA('KRobot')) KRobot(Pawn).SetSkin(skinName); } defaultproperties { DrawScale=0.0001 bSilentGamebot=True } |
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