97 lines
2.8 KiB
Ucode
97 lines
2.8 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class UDKVehicleSimChopper extends SVehicleSimBase
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native;
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var() float MaxThrustForce;
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var() float MaxReverseForce;
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var() float LongDamping;
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var() float MaxStrafeForce;
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var() float LatDamping;
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var() float DirectionChangeForce;
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var() float MaxRiseForce;
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var() float UpDamping;
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var() float TurnTorqueFactor;
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var() float TurnTorqueMax;
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var() float TurnDamping;
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var() float MaxYawRate;
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var() float PitchTorqueFactor;
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var() float PitchTorqueMax;
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var() float PitchDamping;
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var() float RollTorqueTurnFactor;
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var() float RollTorqueStrafeFactor;
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var() float RollTorqueMax;
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var() float RollDamping;
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var() float StopThreshold;
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var() float MaxRandForce;
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var() float RandForceInterval;
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var() bool bAllowZThrust;
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/** If true, use full forward thrust force while changing directions, even for reverse or strafing */
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var() bool bFullThrustOnDirectionChange;
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var() bool bShouldCutThrustMaxOnImpact;
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var bool bRecentlyHit;
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/** If true, strafing will increase the turn rate */
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var bool bStrafeAffectsTurnDamping;
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var float StrafeTurnDamping;
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var float TargetHeading;
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var float TargetPitch;
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var float PitchViewCorrelation;
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var bool bHeadingInitialized;
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var vector RandForce;
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var vector RandTorque;
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var float AccumulatedTime;
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/** If bStabilizeStops=true, forces are applied to attempt to keep the vehicle from moving when it is stopped */
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var() bool bStabilizeStops;
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/** Stabilization force multiplier when bStabilizeStops=true */
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var() float StabilizationForceMultiplier;
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/** modified based on whether velocity is decreasing acceptably due to stabilization */
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var float CurrentStabilizationMultiplier;
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/** OldVelocity saved to monitor stabilization */
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var vector OldVelocity;
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/** When not driving, braking torque to apply to wheels. */
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var float StoppedBrakeTorque;
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/** If non-zero, hard limits the speed of vehicle to AirSpeed times this number */
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var float HardLimitAirSpeedScale;
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cpptext
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{
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virtual void ProcessCarInput(ASVehicle* Vehicle);
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virtual void UpdateVehicle(ASVehicle* Vehicle, FLOAT DeltaTime);
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virtual FVector StabilizationForce(ASVehicle* Vehicle, FLOAT DeltaTime, UBOOL bShouldStabilize);
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virtual FVector StabilizationTorque(ASVehicle* Vehicle, FLOAT DeltaTime, UBOOL bShouldStabilize);
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FLOAT GetEngineOutput(ASVehicle* Vehicle);
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virtual void GetRotationAxes(ASVehicle* Vehicle, FVector &DirX, FVector &DirY, FVector &DirZ);
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}
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defaultproperties
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{
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StabilizationForceMultiplier=1.0
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CurrentStabilizationMultiplier=1.0
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PitchViewCorrelation=0.0
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StoppedBrakeTorque=5.0
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}
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