/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UDKSkelControl_DamageSpring extends UDKSkelControl_Damage native(Animation); /** The Maximum size of the angle this spring can open to in Degrees */ var(Spring) rotator MaxAngle; /** The Minmum size of the angle this spring can open to in Degrees */ var(Spring) rotator MinAngle; /** How fast does it return to normal */ var(Spring) float Falloff; /** How stiff is the spring */ var(Spring) float SpringStiffness; var(Spring) float AVModifier; /** The current angle of the hinge */ var transient rotator CurrentAngle; /** % of movement decided randomly */ var float RandomPortion; // to add momentum from breaking due to a damage hit var vector LastHitMomentum; var float LastHitTime; var float MomentumPortion; cpptext { virtual void TickSkelControl(FLOAT DeltaSeconds, USkeletalMeshComponent* SkelComp); virtual INT CalcAxis(INT &InAngle, FLOAT CurVelocity, FLOAT MinAngle, FLOAT MaxAngle); virtual UBOOL InitializeControl(USkeletalMeshComponent* SkelComp); } defaultproperties { BreakTime=0.0 SpringStiffness=-0.035 bApplyRotation=TRUE BoneRotationSpace=BCS_ActorSpace Falloff=0.975 AVModifier=1.0 bControlStrFollowsHealth=TRUE ActivationThreshold=1.0 RandomPortion=0.2f MomentumPortion=0.75f }