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

66 lines
1.6 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class NxCylindricalForceFieldCapsule extends NxCylindricalForceField
native(ForceField)
placeable;
/** Used to preview the radius of the force. */
var() DrawCapsuleComponent RenderComponent;
cpptext
{
virtual void InitRBPhys();
virtual void TickSpecial(FLOAT DeltaSeconds);
virtual void TermRBPhys(FRBPhysScene* Scene);
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
#if WITH_EDITOR
virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
#endif
virtual FPointer DefineForceFieldShapeDesc();
}
/**
* This is used to InitRBPhys for a dynamically spawned ForceField.
* Used for starting RBPhsys on dyanmically spawned force fields. This will probably need to set some transient pointer to NULL
**/
native function DoInitRBPhys();
defaultproperties
{
Begin Object Class=DrawCapsuleComponent Name=DrawCapsule0
CapsuleRadius=200.0
CapsuleHeight=200.0
End Object
RenderComponent=DrawCapsule0
Components.Add(DrawCapsule0)
Begin Object Class=SpriteComponent Name=Sprite
Sprite=Texture2D'EditorResources.S_RadForce'
HiddenGame=True
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
SpriteCategoryName="Physics"
End Object
Components.Add(Sprite)
TickGroup=TG_PreAsyncWork
ForceHeight=200.0
RemoteRole=ROLE_SimulatedProxy
bNoDelete=true
bAlwaysRelevant=true
NetUpdateFrequency=0.1
bOnlyDirtyReplication=true
}