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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class NxGenericForceFieldBox extends NxGenericForceField
native(ForceField)
placeable;
/** Used to preview the radius of the force. */
var DrawBoxComponent RenderComponent;
/** Radius of influence of the force. */
var() interp vector BoxExtent;
cpptext
{
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
#if WITH_EDITOR
virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
#endif
virtual FPointer DefineForceFieldShapeDesc();
}
/**
* This is used to InitRBPhys for a dynamically spawned ForceField.
* Used for starting RBPhsys on dyanmically spawned force fields. This will probably need to set some transient pointer to NULL
**/
native function DoInitRBPhys();
defaultproperties
{
Begin Object Class=DrawBoxComponent Name=DrawBox0
BoxColor=(R=64,G=70,B=255,A=255)
BoxExtent=(X=200.0, Y=200.0, Z=200.0);
End Object
RenderComponent=DrawBox0
Components.Add(DrawBox0)
Begin Object Class=SpriteComponent Name=Sprite
Sprite=Texture2D'EditorResources.S_RadForce'
HiddenGame=True
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
SpriteCategoryName="Physics"
End Object
Components.Add(Sprite)
TickGroup=TG_PreAsyncWork
BoxExtent=(X=200.0, Y=200.0, Z=200.0)
RemoteRole=ROLE_SimulatedProxy
bNoDelete=true
bAlwaysRelevant=true
NetUpdateFrequency=0.1
bOnlyDirtyReplication=true
}