1
0
KF2-Dev-Scripts/UDKBase/classes/UDKSkelControl_DamageSpring.uc

55 lines
1.3 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKSkelControl_DamageSpring extends UDKSkelControl_Damage
native(Animation);
/** The Maximum size of the angle this spring can open to in Degrees */
var(Spring) rotator MaxAngle;
/** The Minmum size of the angle this spring can open to in Degrees */
var(Spring) rotator MinAngle;
/** How fast does it return to normal */
var(Spring) float Falloff;
/** How stiff is the spring */
var(Spring) float SpringStiffness;
var(Spring) float AVModifier;
/** The current angle of the hinge */
var transient rotator CurrentAngle;
/** % of movement decided randomly */
var float RandomPortion;
// to add momentum from breaking due to a damage hit
var vector LastHitMomentum;
var float LastHitTime;
var float MomentumPortion;
cpptext
{
virtual void TickSkelControl(FLOAT DeltaSeconds, USkeletalMeshComponent* SkelComp);
virtual INT CalcAxis(INT &InAngle, FLOAT CurVelocity, FLOAT MinAngle, FLOAT MaxAngle);
virtual UBOOL InitializeControl(USkeletalMeshComponent* SkelComp);
}
defaultproperties
{
BreakTime=0.0
SpringStiffness=-0.035
bApplyRotation=TRUE
BoneRotationSpace=BCS_ActorSpace
Falloff=0.975
AVModifier=1.0
bControlStrFollowsHealth=TRUE
ActivationThreshold=1.0
RandomPortion=0.2f
MomentumPortion=0.75f
}