1
0
KF2-Dev-Scripts/Engine/Classes/NxTornadoForceField.uc
2020-12-13 18:01:13 +03:00

55 lines
1.4 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class NxTornadoForceField extends NxForceField
native(ForceField)
abstract;
/** Strength of the force applied by this actor.*/
var() interp float RadialStrength;
/** Rotational strength of the force applied around the cylinder axis.*/
var() interp float RotationalStrength;
/** Strength of the force applied along the cylinder axis */
var() interp float LiftStrength;
/** Radius of influence of the force at the bottom of the cylinder. */
var() interp float ForceRadius;
/** Radius of the force field at the top */
var() interp float ForceTopRadius;
/** Lift falloff height, 0-1, lift starts to fall off in a linear way above this height */
var() interp float LiftFalloffHeight;
/** Velocity above which the radial force is ignored. */
var() interp float EscapeVelocity;
/** Height of force cylinder */
var() interp float ForceHeight;
/** Offset from the actor base to the center of the force field */
var() interp float HeightOffset;
/** */
var() bool BSpecialRadialForceMode;
/** custom force field kernel */
var const native transient pointer Kernel{class NxForceFieldKernelTornado};
cpptext
{
virtual void DefineForceFunction(FPointer ForceFieldDesc);
virtual void InitRBPhys();
virtual void TermRBPhys(FRBPhysScene* Scene);
}
defaultproperties
{
ForceRadius=200.0
}