/** * 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 }