/** * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UDKVehicleSimHoverboard extends SVehicleSimBase native; var() float MaxThrustForce; var() float MaxReverseForce; var() float MaxReverseVelocity; var() float LongDamping; var() float MaxStrafeForce; var() float LatDamping; var() float MaxRiseForce; var() float TurnTorqueFactor; var() float SpinTurnTorqueScale; var() float MaxTurnTorque; var() InterpCurveFloat TurnDampingSpeedFunc; /** Set to true when hoverboard is over deep water and is not receiving any thrust. */ var bool bIsOverDeepWater; var() float StopThreshold; // WaterCheckLevel is the distance to trace down to determine if water is too deep to travel over var() float WaterCheckLevel; /** Cue played when over water. */ var SoundCue OverWaterSound; var transient vector GroundNormal; var float TakeoffYaw; var float TrickJumpWarmup; var float SpinHeadingOffset; var float AutoSpin; var bool bInAJump; // True when in-air as the result of a jump var bool bLeftGround; var() float SpinSpeed; var float LandedCountdown; /** Current offset applied to look direction for board */ var float CurrentSteerOffset; /** Using strafe keys adds this offset to current look direction. */ var() float HoverboardSlalomMaxAngle; /** How quickly the 'slalom' offset can change (controlled by strafe) */ var() float SlalomSpeed; /** The current angle (in radians) between the way the board is pointing and the way the player is looking. */ var transient float CurrentLookYaw; cpptext { virtual void ProcessCarInput(ASVehicle* Vehicle); virtual void UpdateVehicle(ASVehicle* Vehicle, FLOAT DeltaTime); FLOAT GetEngineOutput(ASVehicle* Vehicle); } native function InitWheels(UDKVehicle Vehicle); native function UpdateLeanConstraint( RB_ConstraintInstance LeanUprightConstraintInstance, vector LeanY, vector LeanZ); defaultproperties { WaterCheckLevel=110.0 SpinSpeed=11.0 HoverboardSlalomMaxAngle=45 SlalomSpeed=5.0 }