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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class NxForceFieldTornado extends NxForceField
native(ForceField)
placeable;
var() editinline ForceFieldShape Shape;
var ActorComponent DrawComponent;
/** Strength of the force applied by this actor.*/
var() interp float RadialStrength;
/** Rotational strength of the force applied around the cylinder axis.*/
var() interp float RotationalStrength;
/** Strength of the force applied along the cylinder axis */
var() interp float LiftStrength;
/** Radius of influence of the force at the bottom of the cylinder. */
var() interp float ForceRadius;
/** Radius of the force field at the top */
var() interp float ForceTopRadius;
/** Lift falloff height, 0-1, lift starts to fall off in a linear way above this height */
var() interp float LiftFalloffHeight;
/** Velocity above which the radial force is ignored. */
var() interp float EscapeVelocity;
/** Height of force cylinder */
var() interp float ForceHeight;
/** Offset from the actor base to the center of the force field */
var() interp float HeightOffset;
/** */
var() bool BSpecialRadialForceMode;
/** */
var() interp float SelfRotationStrength;
/** custom force field kernel */
var const native transient pointer Kernel{class NxForceFieldKernelTornadoAngular};
cpptext
{
virtual void InitRBPhys();
virtual void TermRBPhys(FRBPhysScene* Scene);
virtual void DefineForceFunction(FPointer ForceFieldDesc);
virtual FPointer DefineForceFieldShapeDesc();
virtual void SetForceFieldPose(FPointer ForceFieldDesc);
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 void PostLoad();
}
/**
* 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=SpriteComponent Name=Sprite
Sprite=Texture2D'EditorResources.S_RadForce'
HiddenGame=True
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
SpriteCategoryName="Physics"
End Object
Components.Add(Sprite)
ForceRadius=200.0
ForceTopRadius=200.0
ForceHeight=200.0
}