/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class NxTornadoForceFieldCapsule extends NxTornadoForceField native(ForceField) placeable; /** Used to preview the radius of the force. */ var() DrawCapsuleComponent RenderComponent; cpptext { virtual void InitRBPhys(); virtual void TickSpecial(FLOAT DeltaSeconds); virtual void TermRBPhys(FRBPhysScene* Scene); 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(); } defaultproperties { Begin Object Class=DrawCapsuleComponent Name=DrawCapsule0 CapsuleRadius=200.0 CapsuleHeight=200.0 End Object RenderComponent=DrawCapsule0 Components.Add(DrawCapsule0) 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 ForceHeight=200.0 RemoteRole=ROLE_SimulatedProxy bNoDelete=true bAlwaysRelevant=true NetUpdateFrequency=0.1 bOnlyDirtyReplication=true }