670 lines
19 KiB
Ucode
670 lines
19 KiB
Ucode
//=============================================================================
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// KFDroppedPickup
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//=============================================================================
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// Implements dropped weapon/item pickups
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Christian "schneidzekk" Schneider
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//=============================================================================
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// Based on GearDroppedPickup
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// Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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//=============================================================================
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class KFDroppedPickup extends DroppedPickup
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native
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nativereplication;
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var const RigidBodyState RBState;
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var const float AngErrorAccumulator;
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/** True if a collision should trigger audio, false otherwise. */
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var transient bool bCollisionSoundsEnabled;
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var protectedwrite MeshComponent MyMeshComp;
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/** Cache a reference to the cylinder component */
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var protectedwrite CylinderComponent MyCylinderComp;
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/** (TW) Setup rigid body physics for static meshes components */
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var const bool bEnableStaticMeshRBPhys;
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/** (TW) If set this pickups passes (and can be picked) through blocking volumes) */
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var const bool bIgnoreBlockingVolumes;
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/** When TRUE, there is a delay before the owner is allowed to re-pickup if they are low on health */
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var protected const bool bUseLowHealthDelay;
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/** Skin assigned from dropped weapon */
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var int SkinItemId;
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/** Whether the weapon skin has finished loading */
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var bool bWaitingForWeaponSkinLoad;
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/** Whether or not to use the authority's rigid body update */
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var protected bool bUseAuthorityRBUpdate;
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/** Life span after changing authority update status */
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var protected float PostAuthorityChangeLifeSpan;
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/** Amount of delay before anything can pick this up */
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var protected float PickupDelay;
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// Visuals
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var bool bEmptyPickup; // pickup has an inventory with no ammo
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var LinearColor EmptyPickupColor;
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var bool bUpgradedPickup; //if the item has an upgrade level of > 0
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cpptext
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{
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// AActor interface
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virtual void physRigidBody(FLOAT DeltaTime);
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virtual INT* GetOptimizedRepList(BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel);
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}
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replication
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{
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if ( Role == ROLE_Authority )
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RBState, bUseAuthorityRBUpdate;
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if ( bNetInitial )
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SkinItemId, bEmptyPickup, bUpgradedPickup;
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}
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/*********************************************************************************************
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Constructors, Destructors, and Loading
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********************************************************************************************* */
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simulated native function StaticMesh GetPickupMesh(class<KFWeapon> ItemClass);
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/**
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* sets the pickups mesh and makes it the collision component so we can run rigid body physics on it
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*/
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simulated function SetPickupMesh(PrimitiveComponent NewPickupMesh)
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{
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local ActorComponent Comp;
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local SkeletalMeshComponent SkelMC;
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local StaticMeshComponent StaticMC;
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local KFGameInfo KFGI;
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if (Role == ROLE_Authority )
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{
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if ( Inventory != None && Inventory.IsA('KFWeapon') )
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{
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SkinItemId = KFWeapon(Inventory).SkinItemId;
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bEmptyPickup = !KFWeapon(Inventory).HasAnyAmmo();
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bUpgradedPickup = KFWeapon(Inventory).CurrentWeaponUpgradeIndex > 0;
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}
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KFGI = KFGameInfo(WorldInfo.Game);
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if (KFGI != none && KFGI.OutbreakEvent != none && KFGI.OutbreakEvent.ActiveEvent.DroppedItemLifespan >= 0.0f)
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{
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LifeSpan = KFGI.OutbreakEvent.ActiveEvent.DroppedItemLifespan;
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}
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SetTimer(LifeSpan, false, nameof(TryFadeOut));
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}
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if (NewPickupMesh != None)
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{
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if (CollisionComponent == None || CollisionComponent.Class != NewPickupMesh.Class)
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{
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Comp = new(self) NewPickupMesh.Class(NewPickupMesh);
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MyMeshComp = MeshComponent(Comp);
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AttachComponent(Comp);
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MyCylinderComp = CylinderComponent(CollisionComponent);
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AlignMeshToCylinder();
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CollisionComponent = PrimitiveComponent(Comp);
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}
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else
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{
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Comp = CollisionComponent;
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}
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//Weapons packages are async loaded from string. At this point the packages will be loaded into root,
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// but the asset still has to be grabbed and set.
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if (class<KFWeapon>(InventoryClass) != none)
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{
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StaticMeshComponent(MyMeshComp).SetStaticMesh(GetPickupMesh(class<KFWeapon>(InventoryClass)));
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}
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// Set up physics on the cloned component
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CollisionComponent.SetScale3D(NewPickupMesh.Scale3D);
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CollisionComponent.SetBlockRigidBody(TRUE);
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CollisionComponent.SetActorCollision(TRUE,FALSE);
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CollisionComponent.SetRBChannel( RBCC_Pickup );
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CollisionComponent.SetRBCollidesWithChannel( RBCC_Default, TRUE );
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if ( !bIgnoreBlockingVolumes )
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{
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CollisionComponent.SetRBCollidesWithChannel( RBCC_BlockingVolume, TRUE );
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}
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CollisionComponent.SetNotifyRigidBodyCollision( TRUE );
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CollisionComponent.ScriptRigidBodyCollisionThreshold = 100;
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CollisionComponent.WakeRigidBody();
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SkelMC = SkeletalMeshComponent(CollisionComponent);
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if (SkelMC != None)
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{
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SkelMC.bUpdateSkelWhenNotRendered=FALSE;
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SkelMC.bComponentUseFixedSkelBounds=FALSE; // using physics when dropped, can't use fixed bounds
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SkelMC.PhysicsWeight = 1.f;
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SkelMC.SetHasPhysicsAssetInstance(TRUE);
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if (Role == ROLE_Authority)
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{
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SetPhysics(PHYS_RigidBody);
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}
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SkelMC.PhysicsAssetInstance.SetAllBodiesFixed(false);
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bCallRigidBodyWakeEvents = true;
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}
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else
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{
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StaticMC = StaticMeshComponent(CollisionComponent);
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if (StaticMC != none && bEnableStaticMeshRBPhys)
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{
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CollisionComponent.InitRBPhys();
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if (Role == ROLE_Authority && CollisionComponent.BodyInstance != None)
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{
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SetPhysics(PHYS_RigidBody);
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}
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bCallRigidBodyWakeEvents = true;
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// PhysX3 fix - Inherit RB velocity from actor (StaticMesh only)
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MyMeshComp.SetRBLinearVelocity(Velocity);
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Velocity = vect(0,0,0);
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}
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}
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SetPickupSkin(SkinItemId);
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}
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}
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native function bool StartLoadPickupSkin(int SkinId);
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simulated event SetPickupSkin(int ItemId, bool bFinishedLoading = false)
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{
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local array<MaterialInterface> SkinMICs;
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if (ItemId > 0 && WorldInfo.NetMode != NM_DedicatedServer && !bWaitingForWeaponSkinLoad)
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{
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if (bFinishedLoading || !StartLoadPickupSkin(ItemId))
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{
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SkinMICs = class'KFWeaponSkinList'.static.GetWeaponSkin(ItemId, WST_Pickup);
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if ( SkinMICs.Length > 0 )
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{
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MyMeshComp.SetMaterial(0, SkinMICs[0]);
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}
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}
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}
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if (bUpgradedPickup)
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{
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SetUpgradedMaterial();
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}
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if (bEmptyPickup)
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{
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SetEmptyMaterial();
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}
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}
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simulated function SetUpgradedMaterial()
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{
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local MaterialInstanceConstant MeshMIC;
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if (MyMeshComp != None)
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{
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MeshMIC = MyMeshComp.CreateAndSetMaterialInstanceConstant(0);
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if (MeshMIC != None)
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{
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MeshMIC.SetScalarParameterValue('Upgrade', 1);
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}
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}
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}
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simulated function SetEmptyMaterial()
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{
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local MaterialInstanceConstant MeshMIC;
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if (MyMeshComp != None)
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{
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MeshMIC = MyMeshComp.CreateAndSetMaterialInstanceConstant(0);
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if (MeshMIC != None)
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{
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MeshMIC.SetVectorParameterValue('GlowColor', EmptyPickupColor);
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}
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}
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}
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/**
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* returns the display name of the item to be picked up
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*/
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simulated function String GetDisplayName()
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{
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if ( InventoryClass != None )
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{
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return InventoryClass.Default.ItemName;
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}
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return "";
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}
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/** Moves the mesh to be centered and sized correctly since most of our weapon meshes are way off center */
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simulated function AlignMeshToCylinder()
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{
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local vector MeshCenterLocal;
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local SkeletalMeshComponent SkelComp;
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// translate mesh so that the bounds origin is at the actor position
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SkelComp = SkeletalMeshComponent(MyMeshComp);
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if (SkelComp != None)
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{
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MeshCenterLocal = (SkelComp.Bounds.Origin - Location) << Rotation;
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SkelComp.SetTranslation(-MeshCenterLocal);
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}
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}
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/*********************************************************************************************
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PHYS_RigidBody
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********************************************************************************************* */
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/** RigidBody went to sleep after being awake - only valid if bCallRigidBodyWakeEvents==TRUE */
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event OnSleepRBPhysics()
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{
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local SkeletalMeshComponent SkelComp;
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//`log( "turning off RB collision" );
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CollisionComponent.SetNotifyRigidBodyCollision(false);
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ClearTimer( 'CheckForRigidBodySleepState' );
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CollisionComponent.SetBlockRigidBody(false);
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CollisionComponent.SetActorCollision(false, false);
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// Fix in place so nothing can move it.
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SkelComp = SkeletalMeshComponent(CollisionComponent);
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if (SkelComp != None && SkelComp.PhysicsAssetInstance != None)
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{
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SkelComp.PhysicsAssetInstance.SetAllBodiesFixed(true);
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SkelComp.bUpdateKinematicBonesFromAnimation = false;
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}
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if (SkelComp != None)
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{
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SkelComp.bNoSkeletonUpdate = true;
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SkelComp.bUpdateSkelWhenNotRendered = false;
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SkelComp.SetAnimTreeTemplate(None);
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}
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else if ( bEnableStaticMeshRBPhys )
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{
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CollisionComponent.GetRootBodyInstance().SetFixed(true);
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}
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// reduce to dirty replication like DroppedPickup
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bOnlyDirtyReplication = true;
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bNetDirty = true;
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// pretend we were rendered this frame to make sure everything (bounds, physics, etc) gets updated with our final pose
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CollisionComponent.LastRenderTime = WorldInfo.TimeSeconds;
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AlignCollisionCylinder();
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}
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/** moves the cylinder to be centered and sized correctly since most of our weapon meshes are way off center */
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simulated final function AlignCollisionCylinder()
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{
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local vector MeshCenter;
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local vector MeshTranslationLocal;
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MeshCenter = (MyMeshComp.Bounds.Origin - Location);
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// Added cylinder CollisionHeight so that cylinder rests on the floor
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MeshTranslationLocal = (MyCylinderComp.default.CollisionHeight * vect(0,0,1) + MeshCenter) << Rotation;
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MyCylinderComp.SetTranslation(MeshTranslationLocal);
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}
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/** @see GearWeapon.DropFrom for the ScriptRigidBodyCollisionThreshold value we use **/
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event RigidBodyCollision(PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent,
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const out CollisionImpactData RigidCollisionData, int ContactIndex)
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{
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PlayCollisionSound();
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}
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/*********************************************************************************************
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Sound Effects
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********************************************************************************************* */
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/**
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* Overridden to prevent adding to navigation network.
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*/
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event Landed(vector HitNormal, actor FloorActor)
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{
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bForceNetUpdate = TRUE;
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NetUpdateFrequency = 3;
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PlayCollisionSound();
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}
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function PlayCollisionSound()
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{
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//local SoundCue Cue;
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//local float Duration;
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if (bCollisionSoundsEnabled)
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{
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//Cue = class<KFWeapon>(InventoryClass).default.WeaponDropSound;
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//if (Cue != None)
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//{
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// Duration = Cue.GetCueDuration();
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// SetTimer( Duration, FALSE, nameof(ReenableCollisionSounds) );
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// PlaySound(Cue);
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// bCollisionSoundsEnabled = FALSE;
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//}
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}
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}
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function ReenableCollisionSounds()
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{
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bCollisionSoundsEnabled = TRUE;
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}
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/*********************************************************************************************
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Inventory
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********************************************************************************************* */
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/**
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* Give pickup to player
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*/
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function GiveTo(Pawn P)
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{
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local KFWeapon KFW;
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local class<KFWeapon> KFWInvClass;
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local Inventory NewInventory;
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local KFInventoryManager KFIM;
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local KFGameReplicationInfo KFGRI;
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KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
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if (KFGRI != none && KFGRI.bIsEndlessPaused)
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{
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return;
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}
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KFIM = KFInventoryManager(P.InvManager);
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if (KFIM != None)
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{
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KFWInvClass = class<KFWeapon>(InventoryClass);
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foreach KFIM.InventoryActors(class'KFWeapon', KFW)
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{
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if (KFW.Class == InventoryClass)
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{
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// if this isn't a dual-wield class, then we can't carry another
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if (KFW.DualClass == none)
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{
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PlayerController(P.Owner).ReceiveLocalizedMessage(class'KFLocalMessage_Game', GMT_AlreadyCarryingWeapon);
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return;
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}
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break;
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}
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// if we already have the dual version of this single, then we can't carry another
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else if (KFWInvClass != none && KFW.Class == KFWInvClass.default.DualClass)
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{
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PlayerController(P.Owner).ReceiveLocalizedMessage(class'KFLocalMessage_Game', GMT_AlreadyCarryingWeapon);
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return;
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}
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}
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if (KFWInvClass != none && KFWeapon(Inventory) != none && !KFIM.CanCarryWeapon(KFWInvClass, KFWeapon(Inventory).CurrentWeaponUpgradeIndex))
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{
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PlayerController(P.Owner).ReceiveLocalizedMessage(class'KFLocalMessage_Game', GMT_TooMuchWeight);
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return;
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}
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NewInventory = KFIM.CreateInventory(InventoryClass, true);
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if (NewInventory != none)
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{
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// Added extra check in case we want to pick up a non-weapon based pickup
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KFW = KFWeapon(NewInventory);
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if (KFW != none)
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{
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KFW.SetOriginalValuesFromPickup(KFWeapon(Inventory));
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KFW = KFIM.CombineWeaponsOnPickup(KFW);
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KFW.NotifyPickedUp();
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}
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Destroy();
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}
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}
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if (Role == ROLE_Authority)
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{
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//refresh weapon hud here
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NotifyHUDofWeapon(P);
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}
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}
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event Destroyed()
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{
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super.Destroyed();
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Inventory.Destroy();
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Inventory = none;
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}
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function NotifyHUDofWeapon(Pawn P)
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{
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local KFPlayerController KFPC;
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KFPC = KFPlayerController(P.Owner);
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if (KFPC != none && KFPC.MyGFxHUD != none)
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{
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KFPC.MyGFxHUD.NotifyHUDofWeapon();
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}
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}
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/*********************************************************************************************
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* State Pickup
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* Pickup is active
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*********************************************************************************************/
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function bool ValidTouch(Pawn Other);
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auto state Pickup
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{
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/**
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* Validate touch (if valid return true to let other pick me up and trigger event).
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* Overridden to remove call to WorldInfo.Game.PickupQuery(Other, InventoryType, self) since we need this to be client side
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*/
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function bool ValidTouch(Pawn Other)
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{
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local Actor HitA;
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local vector HitLocation, HitNormal;
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local TraceHitInfo HitInfo;
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local bool bHitWall;
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// make sure its a live player
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if (Other == None || !Other.bCanPickupInventory || !Other.IsAliveAndWell() || (Other.DrivenVehicle == None && Other.Controller == None))
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{
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return false;
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}
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if (`TimeSince(CreationTime) < PickupDelay)
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{
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return false;
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}
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// prevent picking up as soon as it's spawned
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if ( Other == Instigator )
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{
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// If low on health, wait a little longer to allow pickup again
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if( (bUseLowHealthDelay && (Instigator.Health / Instigator.HealthMax) <= 0.2f && `TimeSince(CreationTime) < 1.f)
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|| `TimeSince(CreationTime) < 0.1f )
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{
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return false;
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}
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}
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// make sure not touching through wall
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foreach Other.TraceActors( class'Actor', HitA, HitLocation, HitNormal, MyCylinderComp.GetPosition() + vect(0,0,10), Other.Location, vect(1,1,1), HitInfo )
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{
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if ( IsTouchBlockedBy(HitA, HitInfo.HitComponent) )
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{
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if (MyMeshComp == None)
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{
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return false;
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}
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else
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{
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bHitWall = true;
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break;
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}
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}
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}
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if (bHitWall)
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{
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// fail only if wall between both cylinder and mesh center
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foreach Other.TraceActors( class'Actor', HitA, HitLocation, HitNormal, MyMeshComp.Bounds.Origin + vect(0,0,10), Other.Location, vect(1,1,1), HitInfo )
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{
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if ( IsTouchBlockedBy(HitA, HitInfo.HitComponent) )
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{
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return false;
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}
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}
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}
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// make sure game will let player pick me up
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if (WorldInfo.Game.PickupQuery(Other, Inventory.class, self))
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{
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return true;
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}
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return false;
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}
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/**
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* Overridden to prevent adding to navigation network.
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*/
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function BeginState(Name PreviousStateName)
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{
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SetTimer(LifeSpan - 1, false);
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}
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}
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/** helper for ValidTouch */
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simulated function bool IsTouchBlockedBy( Actor A, PrimitiveComponent HitComponent )
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{
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if( A != self && A.bWorldGeometry && HitComponent != none && HitComponent.BlockActors )
|
|
{
|
|
if ( BlockingVolume(A) != None )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/** Level was reset without reloading */
|
|
function Reset()
|
|
{
|
|
Destroy();
|
|
}
|
|
|
|
/** Handle any behavior associated with disabling the authority override for RB simulation. Also
|
|
* flip the replicated flag to let the clients take over.
|
|
*/
|
|
function DisableAuthorityRBSim()
|
|
{
|
|
bUseAuthorityRBUpdate = false;
|
|
|
|
//Since we're now doing client simulation, keep it around long enough to
|
|
// be useful, but no longer. Reset fadeout timer.
|
|
ClearTimer(nameof(TryFadeOut));
|
|
SetTimer(PostAuthorityChangeLifeSpan, false, nameof(TryFadeOut));
|
|
}
|
|
|
|
/*********************************************************************************************
|
|
* state FadeOut extends Pickup
|
|
* Pickup is about to disappear
|
|
*********************************************************************************************/
|
|
|
|
State FadeOut
|
|
{
|
|
function Tick(float DeltaTime)
|
|
{
|
|
SetDrawScale(FMax(0.01, DrawScale - Default.DrawScale * DeltaTime));
|
|
Global.Tick(DeltaTime);
|
|
}
|
|
|
|
simulated event BeginState(Name PreviousStateName)
|
|
{
|
|
bFadeOut = true;
|
|
RotationRate.Yaw=60000;
|
|
SetPhysics(PHYS_Rotating);
|
|
LifeSpan = 1.0;
|
|
}
|
|
|
|
/** disable normal touching. we require input from the player to pick it up */
|
|
event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
|
|
{
|
|
}
|
|
}
|
|
|
|
/** Called on the server, try to find out when item is not close to player */
|
|
function TryFadeOut()
|
|
{
|
|
local Pawn P;
|
|
|
|
//Only do this if we're letting server run the RB updates
|
|
if (bUseAuthorityRBUpdate)
|
|
{
|
|
// don't fade out yet if a player is nearby
|
|
foreach WorldInfo.AllPawns(class'Pawn', P, Location, 1024.0)
|
|
{
|
|
if (P.IsPlayerOwned())
|
|
{
|
|
SetTimer(5.0, false, nameof(TryFadeOut));
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
GotoState('FadeOut');
|
|
}
|
|
|
|
defaultproperties
|
|
{
|
|
//TickGroup=TG_DuringAsyncWork // can't turn this on here as we get a TickGroup error when trying to update bones
|
|
|
|
bOnlyDirtyReplication=FALSE
|
|
bOnlyRelevantToOwner=FALSE
|
|
bAlwaysRelevant=TRUE
|
|
bKillDuringLevelTransition=TRUE
|
|
bCanStepUpOn=false
|
|
Lifespan=300.f
|
|
PostAuthorityChangeLifeSpan=5.f
|
|
|
|
Begin Object NAME=CollisionCylinder
|
|
CollisionRadius=+00075.000000
|
|
CollisionHeight=+00040.000000
|
|
CollideActors=true
|
|
Translation=(Z=40) // offset by CollisionHeight so that cylinder is on floor
|
|
End Object
|
|
|
|
bUseLowHealthDelay=TRUE
|
|
|
|
bCollisionSoundsEnabled=TRUE
|
|
|
|
// custom collision settings
|
|
bEnableStaticMeshRBPhys=TRUE
|
|
|
|
bUseAuthorityRBUpdate=TRUE
|
|
|
|
EmptyPickupColor=(R=0.75)
|
|
bWaitingForWeaponSkinLoad=false
|
|
}
|