125 lines
2.9 KiB
Ucode
125 lines
2.9 KiB
Ucode
|
/**
|
||
|
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
||
|
*/
|
||
|
|
||
|
class MobilePlaceablePawn extends GamePawn
|
||
|
placeable;
|
||
|
|
||
|
var bool bFixedView;
|
||
|
var vector FixedViewLoc;
|
||
|
var rotator FixedViewRot;
|
||
|
|
||
|
var() const editconst LightEnvironmentComponent LightEnvironment;
|
||
|
|
||
|
exec function FixedView()
|
||
|
{
|
||
|
if (!bFixedView)
|
||
|
{
|
||
|
FixedViewLoc = Location;
|
||
|
FixedViewRot = Controller.Rotation;
|
||
|
}
|
||
|
bFixedView = !bFixedView;
|
||
|
}
|
||
|
|
||
|
// overwrite this function to avoid animsets to be be overwritten by default
|
||
|
simulated event bool RestoreAnimSetsToDefault()
|
||
|
{
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
|
||
|
{
|
||
|
// Override camera FOV for first person castle player
|
||
|
out_FOV = 65.0;
|
||
|
|
||
|
// Handle the fixed camera
|
||
|
if (bFixedView)
|
||
|
{
|
||
|
out_CamLoc = FixedViewLoc;
|
||
|
out_CamRot = FixedViewRot;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return Super.CalcCamera(fDeltaTime, out_CamLoc, out_CamRot, out_FOV);
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* GetPawnViewLocation()
|
||
|
*
|
||
|
* Called by PlayerController to determine camera position in first person view. Returns
|
||
|
* the location at which to place the camera
|
||
|
*/
|
||
|
simulated function Vector GetPawnViewLocation()
|
||
|
{
|
||
|
return Location + EyeHeight * vect(0,0,1);
|
||
|
}
|
||
|
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
Begin Object Name=CollisionCylinder
|
||
|
CollisionRadius=+0021.000000
|
||
|
CollisionHeight=+0044.000000
|
||
|
End Object
|
||
|
CylinderComponent=CollisionCylinder
|
||
|
|
||
|
ViewPitchMin=-10000
|
||
|
ViewPitchMax=12000
|
||
|
|
||
|
// @todo: When touching to move while already moving, walking physics may be applied for a single frame.
|
||
|
// This means that if WalkingPct is not 1.0, brakes will be applied and movement will appear to stutter.
|
||
|
// Until we can figure out how to avoid the state transition glitch, we're forcing WalkingPct to 1.0
|
||
|
WalkingPct=+1.0
|
||
|
CrouchedPct=+0.4
|
||
|
BaseEyeHeight=60.0 // 38.0
|
||
|
EyeHeight=60.0 // 38.0
|
||
|
GroundSpeed=440.0
|
||
|
AirSpeed=440.0
|
||
|
WaterSpeed=220.0
|
||
|
AccelRate=2048.0
|
||
|
JumpZ=322.0
|
||
|
CrouchHeight=29.0
|
||
|
CrouchRadius=21.0
|
||
|
WalkableFloorZ=0.78
|
||
|
|
||
|
AlwaysRelevantDistanceSquared=+1960000.0
|
||
|
|
||
|
RotationRate=(Pitch=20000,Yaw=20000,Roll=20000)
|
||
|
AirControl=+0.35
|
||
|
bCanCrouch=true
|
||
|
bCanClimbLadders=True
|
||
|
bCanPickupInventory=True
|
||
|
SightRadius=+12000.0
|
||
|
|
||
|
MaxStepHeight=26.0
|
||
|
MaxJumpHeight=49.0
|
||
|
|
||
|
bScriptTickSpecial=true
|
||
|
|
||
|
Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
|
||
|
bSynthesizeSHLight=TRUE
|
||
|
bUseBooleanEnvironmentShadowing=FALSE
|
||
|
ModShadowFadeoutTime=0.75f
|
||
|
bIsCharacterLightEnvironment=TRUE
|
||
|
bAllowDynamicShadowsOnTranslucency=TRUE
|
||
|
End Object
|
||
|
Components.Add(MyLightEnvironment)
|
||
|
LightEnvironment=MyLightEnvironment
|
||
|
|
||
|
Physics = PHYS_Falling
|
||
|
|
||
|
bDontPossess = TRUE
|
||
|
bRunPhysicsWithNoController = TRUE
|
||
|
|
||
|
Begin Object Class=SkeletalMeshComponent Name=PawnMesh
|
||
|
LightEnvironment=MyLightEnvironment
|
||
|
End Object
|
||
|
Mesh=PawnMesh
|
||
|
Components.Add(PawnMesh)
|
||
|
}
|
||
|
|