//============================================================================= // KFAnimNotify_ViewShake //============================================================================= // Controller used by 1st person weapon to tilt based on player movement // -- see UDKSkelControl_Rotate and GearSkelCtrl_Copy //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // -- Andrew "Strago" Ladenberger //============================================================================= class KFSkelControl_WeaponTilt extends SkelControlSingleBone hidecategories(Translation,Rotation) native(Anim); /** Where we wish to get to */ var() rotator WeaponBoneRotation; /** Cosine of angle to ignore strafing motion */ var() float StrafeDeadzoneCos; /** The rate we wish to rotate */ var transient float BoneRotationRate; /** Cached Weapon */ var transient KFWeapon WeaponOwner; cpptext { virtual void TickSkelControl(FLOAT DeltaSeconds, USkeletalMeshComponent* SkelComp); FLOAT CalcWeaponTiltWeight(APawn* P); } defaultproperties { bApplyTranslation=false bApplyRotation=true bAddRotation=true BoneRotationSpace=BCS_ActorSpace bIgnoreWhenNotRendered=true BlendInTime=0.1 BlendOutTime=0.1 WeaponBoneRotation=(Roll=1820) StrafeDeadzoneCos=0.5f }