62 lines
2.0 KiB
Ucode
62 lines
2.0 KiB
Ucode
/**
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* Vehicle spawner.
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class UDKVehicleFactory extends NavigationPoint
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ClassGroup(Vehicles)
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abstract
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native
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nativereplication
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placeable;
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/** full package.class for the vehicle class. You should set this in the default properties, NOT VehicleClass.
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* this indirection is needed for the cooker, so it can fully clear references to vehicles that won't be spawned on the target platform
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* if the direct class reference were in the default properties, this wouldn't be possible without deleting the factory outright,
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* which we can't do without breaking paths
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*/
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var string VehicleClassPath;
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/** Whether vehicles spawned at this factory are initially team locked */
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var bool bHasLockedVehicle;
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/** actual vehicle class to spawn. DO NOT SET THIS IN DEFAULT PROPERTIES - set VehicleClassPath instead */
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var class<UDKVehicle> VehicleClass;
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var UDKVehicle ChildVehicle;
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/** if set, replicate ChildVehicle reference */
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var bool bReplicateChildVehicle;
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/** Timer for determining when to spawn vehicles */
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var float RespawnProgress;
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/** HUD Rendering (for minimap) - updated in SetHUDLocation() */
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var vector HUDLocation;
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var int TeamNum;
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cpptext
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{
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virtual void TickSpecial( FLOAT DeltaSeconds );
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INT* GetOptimizedRepList( BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel );
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virtual void Spawned();
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}
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replication
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{
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if (bNetDirty && Role == ROLE_Authority)
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bHasLockedVehicle;
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if (bNetDirty && Role == ROLE_Authority && bReplicateChildVehicle)
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ChildVehicle;
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}
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event SpawnVehicle();
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/** function used to update where icon for this actor should be rendered on the HUD minimap
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* @param NewHUDLocation is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD minimap
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*/
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simulated native function SetHUDLocation(vector NewHUDLocation);
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simulated native function byte GetTeamNum();
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