/** * Vehicle spawner. * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UDKVehicleFactory extends NavigationPoint ClassGroup(Vehicles) abstract native nativereplication placeable; /** full package.class for the vehicle class. You should set this in the default properties, NOT VehicleClass. * this indirection is needed for the cooker, so it can fully clear references to vehicles that won't be spawned on the target platform * if the direct class reference were in the default properties, this wouldn't be possible without deleting the factory outright, * which we can't do without breaking paths */ var string VehicleClassPath; /** Whether vehicles spawned at this factory are initially team locked */ var bool bHasLockedVehicle; /** actual vehicle class to spawn. DO NOT SET THIS IN DEFAULT PROPERTIES - set VehicleClassPath instead */ var class VehicleClass; var UDKVehicle ChildVehicle; /** if set, replicate ChildVehicle reference */ var bool bReplicateChildVehicle; /** Timer for determining when to spawn vehicles */ var float RespawnProgress; /** HUD Rendering (for minimap) - updated in SetHUDLocation() */ var vector HUDLocation; var int TeamNum; cpptext { virtual void TickSpecial( FLOAT DeltaSeconds ); INT* GetOptimizedRepList( BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel ); virtual void Spawned(); } replication { if (bNetDirty && Role == ROLE_Authority) bHasLockedVehicle; if (bNetDirty && Role == ROLE_Authority && bReplicateChildVehicle) ChildVehicle; } event SpawnVehicle(); /** function used to update where icon for this actor should be rendered on the HUD minimap * @param NewHUDLocation is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD minimap */ simulated native function SetHUDLocation(vector NewHUDLocation); simulated native function byte GetTeamNum();