2020-12-13 15:01:13 +00:00
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class KAsset extends Actor
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native(Physics)
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nativereplication
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ClassGroup(Physics)
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placeable;
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var() const editconst SkeletalMeshComponent SkeletalMeshComponent;
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var() bool bDamageAppliesImpulse;
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var() bool bWakeOnLevelStart;
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/** Whether this KAsset should block Pawns. */
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var() bool bBlockPawns;
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/** Used to replicate mesh to clients */
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var repnotify transient SkeletalMesh ReplicatedMesh;
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/** Used to replicate physics asset to clients */
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var repnotify transient PhysicsAsset ReplicatedPhysAsset;
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replication
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{
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if ( Role == ROLE_Authority)
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ReplicatedMesh, ReplicatedPhysAsset;
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}
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cpptext
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{
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public:
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// AActor interface.
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virtual INT* GetOptimizedRepList(BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel);
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/**
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* Function that gets called from within Map_Check to allow this actor to check itself
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* for any potential errors and register them with map check dialog.
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*/
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#if WITH_EDITOR
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virtual void CheckForErrors();
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#endif
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UBOOL ShouldTrace(UPrimitiveComponent* Primitive, AActor *SourceActor, DWORD TraceFlags);
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UBOOL IgnoreBlockingBy(const AActor* Other) const;
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}
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simulated event PostBeginPlay()
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{
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Super.PostBeginPlay();
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if (bWakeOnLevelStart)
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{
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SkeletalMeshComponent.WakeRigidBody();
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}
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ReplicatedMesh = SkeletalMeshComponent.SkeletalMesh;
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ReplicatedPhysAsset = SkeletalMeshComponent.PhysicsAsset;
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`if(`__TW_PERFORMANCE_)
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// Added forceskel update to allow us to use bUpdateSkelWhenNotRendered
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if ( !SkeletalMeshComponent.bUpdateSkelWhenNotRendered )
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{
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SkeletalMeshComponent.ForceSkelUpdate();
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}
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`endif
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}
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/** Sets the new mesh and physics asset, along with the replicated properties for clients. */
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final function SetMeshAndPhysAsset(SkeletalMesh NewMesh, PhysicsAsset NewPhysAsset)
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{
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SkeletalMeshComponent.SetSkeletalMesh(NewMesh);
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ReplicatedMesh = NewMesh;
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SkeletalMeshComponent.SetPhysicsAsset(NewPhysAsset);
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ReplicatedPhysAsset = NewPhysAsset;
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}
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simulated event ReplicatedEvent( name VarName )
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{
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if (VarName == 'ReplicatedMesh')
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{
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SkeletalMeshComponent.SetSkeletalMesh(ReplicatedMesh);
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}
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else if(VarName == 'ReplicatedPhysAsset')
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{
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SkeletalMeshComponent.SetPhysicsAsset(ReplicatedPhysAsset);
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}
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}
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/**
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* Default behaviour when shot is to apply an impulse and kick the KActor.
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*/
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simulated event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
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{
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local vector ApplyImpulse;
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// call Actor's version to handle any SeqEvent_TakeDamage for scripting
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Super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, HitInfo, DamageCauser);
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if ( bDamageAppliesImpulse && damageType.default.KDamageImpulse > 0 )
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{
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if ( VSize(momentum) < 0.001 )
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{
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`Log("Zero momentum to KActor.TakeDamage");
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return;
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}
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// Make sure we have a valid TraceHitInfo with our SkeletalMesh
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// we need a bone to apply proper impulse
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CheckHitInfo( HitInfo, SkeletalMeshComponent, Normal(Momentum), hitlocation );
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ApplyImpulse = Normal(momentum) * damageType.default.KDamageImpulse;
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if ( HitInfo.HitComponent != None )
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{
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HitInfo.HitComponent.AddImpulse(ApplyImpulse, HitLocation, HitInfo.BoneName);
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}
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}
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}
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/**
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* Take Radius Damage
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*
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* @param InstigatedBy, instigator of the damage
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* @param Base Damage
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* @param Damage Radius (from Origin)
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* @param DamageType class
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* @param Momentum (float)
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* @param HurtOrigin, origin of the damage radius.
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* @param DamageCauser the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
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*/
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simulated function TakeRadiusDamage
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(
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Controller InstigatedBy,
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float BaseDamage,
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float DamageRadius,
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class<DamageType> DamageType,
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float Momentum,
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vector HurtOrigin,
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bool bFullDamage,
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Actor DamageCauser,
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2023-05-11 15:55:04 +00:00
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optional float DamageFalloffExponent=1.f,
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optional bool bAdjustRadiusDamage=true
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2020-12-13 15:01:13 +00:00
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)
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{
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if ( bDamageAppliesImpulse && damageType.default.RadialDamageImpulse > 0 && (Role == ROLE_Authority) )
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{
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CollisionComponent.AddRadialImpulse(HurtOrigin, DamageRadius, damageType.default.RadialDamageImpulse, RIF_Linear, damageType.default.bRadialDamageVelChange);
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}
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}
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/** If this KAsset receives a Toggle ON event from Kismet, wake the physics up. */
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simulated function OnToggle(SeqAct_Toggle action)
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{
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if(action.InputLinks[0].bHasImpulse)
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{
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SkeletalMeshComponent.WakeRigidBody();
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}
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}
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simulated function OnTeleport(SeqAct_Teleport InAction)
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{
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local Actor DestActor;
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DestActor = Actor(SeqVar_Object(InAction.VariableLinks[1].LinkedVariables[0]).GetObjectValue());
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if (DestActor != None)
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{
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SkeletalMeshComponent.SetRBPosition(DestActor.Location);
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}
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else
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{
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InAction.ScriptLog("No Destination for" @ InAction @ "on" @ self);
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}
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}
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/** Performs actual attachment. Can be subclassed for class specific behaviors. */
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function DoKismetAttachment( Actor Attachment, SeqAct_AttachToActor Action )
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{
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Attachment.SetBase( Self,, SkeletalMeshComponent, Action.BoneName );
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}
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defaultproperties
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{
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TickGroup=TG_PostAsyncWork
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Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
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End Object
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`if(`__TW_LIGHTING_MODIFICATIONS_)
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// Don't add to components list
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`else
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Components.Add(MyLightEnvironment)
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`endif
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Begin Object Class=SkeletalMeshComponent Name=KAssetSkelMeshComponent
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CollideActors=true
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BlockActors=true
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BlockZeroExtent=true
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BlockNonZeroExtent=false
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BlockRigidBody=true
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bHasPhysicsAssetInstance=true
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bUpdateKinematicBonesFromAnimation=false
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bUseTickOptimization=false
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PhysicsWeight=1.0
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RBChannel=RBCC_GameplayPhysics
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RBCollideWithChannels=(Default=TRUE,BlockingVolume=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE)
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LightEnvironment=MyLightEnvironment
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bSkipAllUpdateWhenPhysicsAsleep=TRUE
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bBlockFootPlacement=false
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End Object
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CollisionComponent=KAssetSkelMeshComponent
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SkeletalMeshComponent=KAssetSkelMeshComponent
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Components.Add(KAssetSkelMeshComponent)
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SupportedEvents.Add(class'SeqEvent_ConstraintBroken')
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SupportedEvents.Add(class'SeqEvent_RigidBodyCollision')
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bDamageAppliesImpulse=true
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bNetInitialRotation=true
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Physics=PHYS_RigidBody
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bEdShouldSnap=true
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bStatic=false
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bCollideActors=true
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bBlockActors=true
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bWorldGeometry=false
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bCollideWorld=false
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bProjTarget=true
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bNoDelete=true
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bAlwaysRelevant=true
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bSkipActorPropertyReplication=false
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bUpdateSimulatedPosition=true
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bReplicateMovement=true
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`if(`__TW_NETWORKING_)
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// SimProxy makes sense in KAssetSpawnable, but not in KAsset. TakeDamage is
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// marked simulated and only applies local client damage impulses.
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RemoteRole=ROLE_None
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`else
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RemoteRole=ROLE_SimulatedProxy
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`endif
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bReplicateRigidBodyLocation=FALSE
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}
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