45 lines
1.4 KiB
Ucode
45 lines
1.4 KiB
Ucode
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//=============================================================================
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// KFAnimNotify_ViewShake
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//=============================================================================
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// Controller used by 1st person weapon to tilt based on player movement
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// -- see UDKSkelControl_Rotate and GearSkelCtrl_Copy
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// -- Andrew "Strago" Ladenberger
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//=============================================================================
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class KFSkelControl_WeaponTilt extends SkelControlSingleBone
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hidecategories(Translation,Rotation)
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native(Anim);
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/** Where we wish to get to */
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var() rotator WeaponBoneRotation;
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/** Cosine of angle to ignore strafing motion */
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var() float StrafeDeadzoneCos;
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/** The rate we wish to rotate */
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var transient float BoneRotationRate;
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/** Cached Weapon */
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var transient KFWeapon WeaponOwner;
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cpptext
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{
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virtual void TickSkelControl(FLOAT DeltaSeconds, USkeletalMeshComponent* SkelComp);
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FLOAT CalcWeaponTiltWeight(APawn* P);
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}
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defaultproperties
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{
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bApplyTranslation=false
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bApplyRotation=true
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bAddRotation=true
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BoneRotationSpace=BCS_ActorSpace
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bIgnoreWhenNotRendered=true
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BlendInTime=0.1
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BlendOutTime=0.1
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WeaponBoneRotation=(Roll=1820)
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StrafeDeadzoneCos=0.5f
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}
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