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KF2-Dev-Scripts/Engine/Classes/RB_LineImpulseActor.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class RB_LineImpulseActor extends RigidBodyBase
native(Physics)
placeable;
/**
* Similar to the RB_RadialImpulseActor, but does a line-check and applies an impulse to all Actors using rigid-bodies that it hits.
*/
cpptext
{
// UObject interface
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
#if WITH_EDITOR
// AActor interface.
virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
#endif
}
/** Strength of impulse to apply to actors hit by the line check. */
var() interp float ImpulseStrength;
/** Length of line to check along. */
var() float ImpulseRange;
/** If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no affect). */
var() bool bVelChange;
/** If an impulse should only be applied to the first thing the line hits, or all things in the lines path. */
var() bool bStopAtFirstHit;
/** If true, will cause FracturedStaticMeshActor fragment hit by ray to break. */
var() bool bCauseFracture;
var ArrowComponent Arrow;
var repnotify byte ImpulseCount;
replication
{
if (bNetDirty)
ImpulseCount;
}
/** Do the line check and apply impulse now. */
native final function FireLineImpulse();
/** Handling Toggle event from Kismet. */
simulated function OnToggle(SeqAct_Toggle inAction)
{
if (inAction.InputLinks[0].bHasImpulse)
{
FireLineImpulse();
ImpulseCount++;
bForceNetUpdate = TRUE;
}
}
simulated event ReplicatedEvent(name VarName)
{
if (VarName == 'ImpulseCount')
{
FireLineImpulse();
}
}
defaultproperties
{
Begin Object Class=ArrowComponent Name=ArrowComponent0
ArrowSize=4.16667
ArrowColor=(R=255,G=0,B=0)
bTreatAsASprite=True
SpriteCategoryName="Physics"
End Object
Arrow=ArrowComponent0
Components.Add(ArrowComponent0)
Begin Object Class=SpriteComponent Name=Sprite
Sprite=Texture2D'EditorResources.S_LineImpulse'
HiddenGame=True
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
SpriteCategoryName="Physics"
End Object
Components.Add(Sprite)
ImpulseStrength=900.0
ImpulseRange=200.0
bEdShouldSnap=true
RemoteRole=ROLE_SimulatedProxy
bNoDelete=true
bAlwaysRelevant=true
NetUpdateFrequency=0.1
bOnlyDirtyReplication=true
}