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KF2-Dev-Scripts/KFGame/Classes/KFAnim_TurnInPlace_Rotator.uc
2020-12-13 18:01:13 +03:00

37 lines
1.6 KiB
Ucode

//=============================================================================
// KFAnim_TurnInPlace_Rotator
//=============================================================================
// Node to to rotate mesh, paired with KFAnim_TurnInPlace
// This could be done in the TurnInPlace node, except that the TurnInPlace node
// is often placed after an upper body blend. This rotator component should
// be placed before blend by bone nodes so that the entire body is effected.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
// Based on GearAnim_TurnInPlace_Rotator
// Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class KFAnim_TurnInPlace_Rotator extends AnimNodeBlendBase
native(Anim);
/** Internal cached pointers */
var const duplicatetransient KFAnim_TurnInPlace TurnInPlaceNode;
cpptext
{
// AnimNode interface
virtual void PostAnimNodeInstance(UAnimNode* SourceNode, TMap<UAnimNode*,UAnimNode*>& SrcToDestNodeMap);
virtual void InitAnim(USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent);
virtual void GetBoneAtoms(FBoneAtomArray& Atoms, const TArray<BYTE>& DesiredBones, FBoneAtom& RootMotionDelta, INT& bHasRootMotion, FCurveKeyArray& CurveKeys);
}
defaultproperties
{
Children(0)=(Name="Input",Weight=1.0)
bFixNumChildren=TRUE
CategoryDesc = "TurnInPlace"
}