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KF2-Dev-Scripts/UDKBase/classes/UDKVehicleSimHoverboard.uc

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2020-12-13 15:01:13 +00:00
/**
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKVehicleSimHoverboard extends SVehicleSimBase
native;
var() float MaxThrustForce;
var() float MaxReverseForce;
var() float MaxReverseVelocity;
var() float LongDamping;
var() float MaxStrafeForce;
var() float LatDamping;
var() float MaxRiseForce;
var() float TurnTorqueFactor;
var() float SpinTurnTorqueScale;
var() float MaxTurnTorque;
var() InterpCurveFloat TurnDampingSpeedFunc;
/** Set to true when hoverboard is over deep water and is not receiving any thrust. */
var bool bIsOverDeepWater;
var() float StopThreshold;
// WaterCheckLevel is the distance to trace down to determine if water is too deep to travel over
var() float WaterCheckLevel;
/** Cue played when over water. */
var SoundCue OverWaterSound;
var transient vector GroundNormal;
var float TakeoffYaw;
var float TrickJumpWarmup;
var float SpinHeadingOffset;
var float AutoSpin;
var bool bInAJump; // True when in-air as the result of a jump
var bool bLeftGround;
var() float SpinSpeed;
var float LandedCountdown;
/** Current offset applied to look direction for board */
var float CurrentSteerOffset;
/** Using strafe keys adds this offset to current look direction. */
var() float HoverboardSlalomMaxAngle;
/** How quickly the 'slalom' offset can change (controlled by strafe) */
var() float SlalomSpeed;
/** The current angle (in radians) between the way the board is pointing and the way the player is looking. */
var transient float CurrentLookYaw;
cpptext
{
virtual void ProcessCarInput(ASVehicle* Vehicle);
virtual void UpdateVehicle(ASVehicle* Vehicle, FLOAT DeltaTime);
FLOAT GetEngineOutput(ASVehicle* Vehicle);
}
native function InitWheels(UDKVehicle Vehicle);
native function UpdateLeanConstraint( RB_ConstraintInstance LeanUprightConstraintInstance, vector LeanY, vector LeanZ);
defaultproperties
{
WaterCheckLevel=110.0
SpinSpeed=11.0
HoverboardSlalomMaxAngle=45
SlalomSpeed=5.0
}