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# Gameplay.JointControlledAircraft

Extends
  Vehicle
Modifiers
  abstract dependsOn ( PlayerCharacterController ) native

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.Vehicle
                |
                +-- Gameplay.JointControlledAircraft

#### Direct Known Subclasses:

> AssaultShip, Pod

Constants Summary
JCA_LINEAR_VELOCITY_ACCURACY_FACTOR | = | 100
JCA_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR | = | 0.01

Inherited Contants from Gameplay.Vehicle
CANNOT_STEAL_VEHICLE_PROMPT_INDEX, DRIVER_PROMPT_INDEX, ENEMY_INVENTORY_STATION_PROMPT_INDEX, ENEMY_OCCUPIED_VEHICLE_PROMPT_INDEX, FLIP_PROMPT_INDEX, FULL_VEHICLE_PROMPT_INDEX, GUNNER_PROMPT_INDEX, HEAVY_ATTEMPT_TO_PILOT, INVENTORY_STATION_PROMPT_INDEX, LEFT_GUNNER_PROMPT_INDEX, MAXIMUM_NUMBER_POSITIONS, NUMBER_MINOR_ENTRY_SIGNALS, RIGHT_GUNNER_PROMPT_INDEX, VEHICLE_PROHIBITED_OBJECT_PROMPT_INDEX

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
AccelerationEffectStateEnum | AccelerationEffectState
rotator | currentCameraRotation
int | divingEffectIndex
bool | divingForceApplied
bool | LandingGearUp
float | navigationMaximumPitch
float | navigationMinimumPitch
float | navigationTurnRate
AircraftState | oldReplicationAircraftState
vector | outputControlForce
float | outputFlightPitchAngle
float | outputFlightYawAngle
int | padding[2]
vector | replicatedControlForce
AircraftState | replicationAircraftState
float | rotateMaximumPitch
float | rotateMinimumPitch
bool | strafeBack
bool | strafeDown
bool | strafeForward
bool | strafeLeft
bool | strafeRight
bool | strafeUp
float | throttleScale
bool | ThrustingEffectState
float | thrustThresholdPitch
int | turningLeftEffectIndex
int | turningRightEffectIndex
rotator | viewRotationAI
float | zAxisFlightRotation
Animation
name | backAnimation
float | blendTime
name | downAnimation
name | forwardAnimation
float | gearTraceLength
name | gearUpAnimation
float | gearUpBlendTime
name | idleAnimation
name | leftAnimation
name | rightAnimation
name | spawningAnimation
float | spawningBlendTime
name | upAnimation
JointControlledAircraft
float | aheadDiveForceScale
float | angularBankScale
float | clientControlJointStrength
float | clientDriverControlJointStrength
float | coastingCounterGravityForceScale
float | coastingDamping
bool | constrainAircraftPitch
float | controlJointStrength
float | counterGravityForceScale
float | diveCombinedReduction
float | diveCounterGravityForceScale
float | diveThrustForce
float | downDiveForceScale
float | flightControlDamping
float | flightRotationEffectMagnitude
float | forceScale
float | forwardCombinedReduction
float | forwardForce
float | forwardThrustForce
float | hardAircraftPitchRange
bool | hardConstrainAircraftPitch
float | linearBankScale
float | maximumAircraftPitch
float | minimumAircraftPitch
float | reverseForce
float | reverseThrustForce
float | strafeCombinedReduction
float | strafeForce
float | strafeThrustForce
float | thrustCombinedReduction
float | upThrustForce

Inherited Variables from Gameplay.Vehicle
abandonmentDestruction, abandonmentDestructionPeriod, animationFinishThenLoop, bCanBeStolen, bCollisionDamageEnabled, bDisablePositionSwitching, bDrawDriverInTP, bFlipping, bGodMode, bHasBeenOccupied, bInvincible, bSettledUpsideDown, bShowPhysicsDebug, bVehicleCameraTrace, cachedCameraLocation, cameraDistance, cannotStealPrompt, clientInterpolationHard, clientInterpolationPeriod, clientInterpolationSnapDistance, clientPositions[MAXIMUM_NUMBER_POSITIONS], collisionDamageMagnitudeScale, cornerSlowDownDistance, cornerSlowDownMinimumCosAngle, cornerSlowDownSpeedCoefficient, CrushingDamageTypeClass, currentAbandonmentDuration, currentDesiredHavokState, currentSwitchClass, customInertiaTensor, customInertiaTensorDiagonal, dampingPlusEnabled, dampingPlusNegativeZ, dampingPlusPositiveZ, dampingPlusXY, destroyedExplosionClass, destructionObjectClass, distanceToMaximumDurationScale, DiveInput, doNotEjectOnFlip, drivePitchCoefficient, driverIndex, driverMaximumPitch, driverMinimumPitch, driverPrompt, driverWeapon, driverWeaponClass, driveYawCoefficient, effects, enemyInventoryStationPrompt, enemyOccupiedPrompt, engineIdlingEffectIndex, entries, exits, flipMaximumRotationDuration, flipPrompt, flipPushUpDuration, flipPushUpImpulse, flipRotateTime, flipRotationDamping, flipRotationStrength, flipRotationTimeOut, flipTriggers, fullVehiclePrompt, gunnerPrompt, healthModifier, heavyAttemptedToPilot, heavyAttemptedToPilotSwitchPromptDuration, initialInvincibilityDuration, inventoryStationPrompt, inverseCosUprightAngle, invicibilityMaterial, lastOccupantTeam, lastStateReceiveTime, leftGunnerPrompt, localClientPositions[MAXIMUM_NUMBER_POSITIONS], localizedName, localMoveDestination, localTeam, loseInitialInvincibilityTime, ManifestLayoutMaterial, maximumNetUpdateInterval, maximumNextNetUpdateTime, minimumCollisionDamageMagnitude, minimumObstacleLookAhead, minorPositionEntrySignals[NUMBER_MINOR_ENTRY_SIGNALS], motor, motorClass, obstacleLookAheadVeloocityScale, padding[8], positions, retriggerEffectEvents, rightGunnerPrompt, rootBone, RotationInput, settledUpsideDownCosAngle, settledUpsideDownSpeed, spawning, stayUprightDamping, stayUprightEnabled, stayUprightStrength, stopForEnemies, StrafeInput, strafeLeftEffectIndex, strafeLeftOrThrustEffectIndex, strafeRightEffectIndex, strafeRightOrThrustEffectIndex, throttleBackEffectIndex, throttleForwardEffectIndex, throttleForwardOrThrustEffectIndex, ThrottleInput, thrustingEffectIndex, ThrustInput, TopSpeed, TPCameraDistance, TPCameraLookAt, vehicleCameraTraceExtents, vehicleEntries, vehicleFlipTriggers, vehicleProhibitedObjectPrompt, velocityInheritOnExitScale, waterDamagePerSecond

Inherited Variables from Gameplay.Rook
AI_LOD_ActivationDistance, AI_LOD_DeactivationDistance, AI_LOD_deactivation_exemption_ticks, AI_LOD_LevelMP, alertness, attacker, bAIThreat, bAlwaysMarked, bCanBeSensed, bCanRepair, bDeferredAICleanup, bIsDetectableByEnemies, bShowJSDebug, bShowLOADebug, bShowNavigationDebug, bShowSensingDebug, bShowSquadDebug, bShowTyrionCharacterDebug, bShowTyrionHeadDebug, bShowTyrionMovementDebug, bShowTyrionWeaponDebug, bUnobstructedLOF, bUseAlternateOwnershipMaterial, bUseAlternateSelfIllumMaterial, clientDamageComponentMask, componentBreakThreshold, damageComponentMask, damageComponents, desiredLocation, effectLogging, estLocation, expectedImpactTime, flameDamagePerSecond, flameDamageReductionPerSecond, flameDamageType, flameSource, grapplerRetentionScale, healthMaximum, hearing, hudType, lastDetectedTime, lastShotFiredTime, loaEndPoint, loaEndPoint2, loaHit, loaStartPoint, loaStartPoint2, logAlertnessChanges, loopingEffects, MaxShadowTraceDistance, mountAI, movementForce, m_lastTeam, m_localTeam, m_squad, m_team, pastPositionsIndex, pastPositionsTimeAccu, pastPositions[N_PAST_POSITIONS], PeripheralVisionZAngle, personalShield, personalShieldClass, playerControllerState, radarInfoClass, reactionDelay, reactionDelayMP, repairers, repDepLastRateAddition, repDepRepairRate, repPakLastRateAddition, repPakRepairRate, sensorUpdateFlag, ShadowLightDistance, shotAngularDeviation, shotAngularDeviationMP, shotLeadAbility, shotLeadAbilityMP, shotNotifier, SightRadiusToPlayer, teamDamagePercentage, teamSelfIllumSkinName, teamSpecificHavokCollisionFiltering, tickTime, tickTimeOrg, tickTimeUpdateRange, UseablePointsValid[MAX_USEABLE_POINTS], UseablePoints[MAX_USEABLE_POINTS], vehicleAI, vision, visionMemory

Enumerations Summary
AccelerationEffectStateEnum AES_ACCELERATING, AES_DECELERATING, AES_NONE

Inherited Enumerations from Gameplay.Vehicle
VehiclePositionType

Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary
AircraftState position, velocity, flightAngles, serverThrusting, serverDiving, serverStrafe, serverThrottle

Inherited Structures from Gameplay.Vehicle
ClientOccupantEnterData, ClientPositionData, DesiredHavokState, ExitData, VehicleEffect, VehicleEntryData, VehicleFlipTriggerData, VehiclePosition

Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
|  | applyOutput ()))
| vector | calculateOutputControlForce (rotator referenceRotation, float currentThrottleInput, float currentStrafeInput, float currentThrustInput, bool currentDiveInput)
|  | clientDriverLeave (Controller c, Character oldDriver))
|  | clientOccupantEnter (ClientOccupantEnterData data))
|  | Destroyed ()))
| vector | getControlJointAttachLocation ()))
| rotator | getViewRotation ()))
|  | initialiseEffects ()))
| bool | isEffectCauserActive (int effectCauserIndex))
| bool | needToPushStateToClient ()))
|  | postNetBeginPlay ()))
|  | processInput ()))
|  | pushStateToClient ()))
|  | setCounterGravityForceScale (float scale)
|  | setFlightControlStrength (float strength)
|  | setFlightForce (vector force)
|  | setFlightRotation (int yawAngle, int pitchAngle)
|  | setViewRotation (rotator r))
| bool | specialCalcViewProcessing (out actor viewActor, out vector cameraLocation, out rotator cameraRotation, int positionIndex))
|  | tick (float deltaSeconds))
|  | updateCameraRotation (float deltaSeconds))
|  | updateEffectsStates ()))
|  | VehicleStateReceived ()))

Inherited Functions from Gameplay.Vehicle
aboutToDie, aboutToSettleUpsideDown, addEffect, aimAdjustViewRotation, altFire, applyOutput, attachToVehicle, BaseChange, BeginState, cameraTrace, canArmorOccupy, canArmourBeDriver, canArmourBePassenger, canBeRepairedBy, canCharacterRespawnAt, canOccupy, canSwitchPosition, canTargetPoint, cleanupAI, clientDriverLeave, clientOccupantEnter, collisionDamage, copyVehicleAIValuesToTurret, customFiredEffectProcessing, Destroyed, DisplayDebug, displayWorldSpaceDebug, doCustomFiredEffectProcessing, drawActorCollision, driverLeave, enableAbandonmentDestruction, EncroachedBy, EncroachingOn, EyePosition, FaceRotation, finishedSpawnFromVehicleSpawnPoint, fire, firingMotor, flip, forceNetDirty, generateAIDeathSpeechEvents, getAimLocation, getAlternateAimAdjustStart, getAngle, getAvailablePositionIndex, getCameraLookAt, getControllingCharacter, getCorrespondingInventoryStation, getDriver, getEffectsBaseActor, getEnergy, getFirstPersonEquippableLocation, getFirstPersonEquippableRotation, getHighByte, GetHumanReadableName, getLowByte, getMinorPositionEntryIndex, getOccupantPositionIndex, getOccupantTeam, getOut, GetOverlayMaterial, getPhysicalAttachment, getPositionIndex, getPositionPromptIndex, getProjectileSpawnLocation, getPrompt, getTargetPositionIndex, getTeamDamagePercentage, getTeamSkin, getThirdPersonEquippableAttachment, getUnusedInventoryStation, getVehicleUseablePoint, getViewRotationFromMotor, getWeapon, GraphData, InGodMode, initDriverAI, initGunnerAI, initialiseEffects, initVehicleAI, interpolateRotation, isEffectCauserActive, isHavokCompletelyInitialised, isInventoryPosition, isMajorPosition, isOccupant, isOccupied, isSettledUpsideDown, isUpright, needToPushStateToClient, occupantEnter, occupantEnterAnimationProcessing, occupantLeaveAnimationProcessing, occupantSwitchPosition, onShotFiredNotification, otherClientOccupantEnter, otherClientOccupantLeave, packPitchAndYaw, performFlip, PlayDying, playerMoveProcessing, PostBeginPlay, PostLoadGame, PostNetBeginPlay, postNetReceive, PostTakeDamage, PrecacheVehicleMeshes, processInput, pushStateToClient, releaseAltFire, releaseFire, rematchGoals, setFirePressed, setSkin, setTeam, settledUpsideDownChanged, shouldFire, ShouldProjectileHit, showPhysicsDebug, spawnCharacter, specialCalcView, specialCalcViewProcessing, startedSpawnFromVehicleSpawnPoint, switchClass, switchPosition, tick, Timer, toggleShowPhysicsDebug, tryToDrive, tryToOccupy, unpackPitchAndYaw, UnPossessed, updateDynamicEffectStates, updateEffectsStates, UpdatePrecacheRenderData, updateTeamSkin, useEnergy, vehicleCeaseFire, vehicleFire, VehicleStateReceived, vehicleTrace, vehicleTransitionTrace, VehicleUpdateParams

Inherited Functions from Gameplay.Rook
activatePersonalShield, addRepairFromDeployable, addRepairFromPack, ApplyDamage, averageVelocity, breakDamageComponent, canBeRepairedBy, canBeSensed, CanBeUsedBy, ChunkUp, cleanupAI, cleanupDamageComponents, CleanupSensing, clientUpdateDamageComponents, createDamageComponent, CreateHearingNotifier, CreateShotNotifier, CreateVisionNotifier, damageComponentsOnDamage, damageComponentsOnIncreaseHealth, damageComponentsPostTakeDamage, deactivatePersonalShield, Destroyed, Died, displayActorLabel, displayEnemiesList, displayTyrionDebugHeader, displayWorldSpaceDebug, DrawVisionCone, EffectIsLooping, enumSquadInfo, enumTeamInfo, firingMotor, generateAISpeechEvents, getAlertnessLevel, getControllingCharacter, getControllingCharacterTeam, GetDamageComponentThresholdRange, getKillerLabel, GetObjectiveLocation, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, getTeamLabel, groundPredictedLocation, IncreaseHealth, isFriendly, IsInVisionCone, OnEffectInitialized, OnEffectStarted, OnEffectStopped, OnShotFired, onTeamChange, personalShieldActive, PlayEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PreBeginPlay, PrecacheDamageComponents, predictedLocation, ProcessBurnDamage, ProcessRepair, RegisterHearingNotification, RegisterShotNotification, RegisterVisionNotification, removeFlameDamage, removeRepairFromDeployable, removeRepairFromPack, resetPersonalShield, setAlertnessLevel, setLimitedTimeLODActivation, setSquad, setTeam, ShouldBeMarked, squad, squadCleanupOnDeath, StartLoopingEffect, StopEffect, StopLoopingEffect, team, UnregisterHearingNotification, UnregisterShotNotification, UnregisterVisionNotification, updateHavokCollisionFilter, updatePastPositions, UpdatePrecacheRenderData

Constants Detail

#### JCA_LINEAR_VELOCITY_ACCURACY_FACTOR Source code

const JCA_LINEAR_VELOCITY_ACCURACY_FACTOR = 100;

#### JCA_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR Source code

const JCA_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 0.01;

Variables Detail

#### AccelerationEffectState Source code

var AccelerationEffectStateEnum AccelerationEffectState;

#### currentCameraRotation Source code

var rotator currentCameraRotation;

#### divingEffectIndex Source code

var int divingEffectIndex;

#### divingForceApplied Source code

var bool divingForceApplied;

#### LandingGearUp Source code

var bool LandingGearUp;

#### navigationMaximumPitch Source code

var float navigationMaximumPitch;

#### navigationMinimumPitch Source code

var float navigationMinimumPitch;

#### navigationTurnRate Source code

var float navigationTurnRate;

#### oldReplicationAircraftState Source code

var AircraftState oldReplicationAircraftState;

#### outputControlForce Source code

var vector outputControlForce;

#### outputFlightPitchAngle Source code

var float outputFlightPitchAngle;

#### outputFlightYawAngle Source code

var float outputFlightYawAngle;

#### padding[2] Source code

var transient noexport private const int padding[2];

#### replicatedControlForce Source code

var vector replicatedControlForce;

#### replicationAircraftState Source code

var AircraftState replicationAircraftState;

#### rotateMaximumPitch Source code

var float rotateMaximumPitch;

#### rotateMinimumPitch Source code

var float rotateMinimumPitch;

#### strafeBack Source code

var bool strafeBack;

#### strafeDown Source code

var bool strafeDown;

#### strafeForward Source code

var bool strafeForward;

#### strafeLeft Source code

var bool strafeLeft;

#### strafeRight Source code

var bool strafeRight;

#### strafeUp Source code

var bool strafeUp;

#### throttleScale Source code

var float throttleScale;

#### ThrustingEffectState Source code

var bool ThrustingEffectState;

#### thrustThresholdPitch Source code

var float thrustThresholdPitch;

#### turningLeftEffectIndex Source code

var int turningLeftEffectIndex;

#### turningRightEffectIndex Source code

var int turningRightEffectIndex;

#### viewRotationAI Source code

var rotator viewRotationAI;

#### zAxisFlightRotation Source code

var const float zAxisFlightRotation;

### Animation

#### backAnimation Source code

var(Animation) name backAnimation;

#### blendTime Source code

var(Animation) float blendTime;

#### downAnimation Source code

var(Animation) name downAnimation;

#### forwardAnimation Source code

var(Animation) name forwardAnimation;

#### gearTraceLength Source code

var(Animation) float gearTraceLength;

#### gearUpAnimation Source code

var(Animation) name gearUpAnimation;

#### gearUpBlendTime Source code

var(Animation) float gearUpBlendTime;

#### idleAnimation Source code

var(Animation) name idleAnimation;

#### leftAnimation Source code

var(Animation) name leftAnimation;

#### rightAnimation Source code

var(Animation) name rightAnimation;

#### spawningAnimation Source code

var(Animation) name spawningAnimation;

#### spawningBlendTime Source code

var(Animation) float spawningBlendTime;

#### upAnimation Source code

var(Animation) name upAnimation;

### JointControlledAircraft

#### aheadDiveForceScale Source code

var(JointControlledAircraft) float aheadDiveForceScale;

#### angularBankScale Source code

var(JointControlledAircraft) float angularBankScale;

#### clientControlJointStrength Source code

var(JointControlledAircraft) float clientControlJointStrength;

#### clientDriverControlJointStrength Source code

var(JointControlledAircraft) float clientDriverControlJointStrength;

#### coastingCounterGravityForceScale Source code

var(JointControlledAircraft) float coastingCounterGravityForceScale;

#### coastingDamping Source code

var(JointControlledAircraft) float coastingDamping;

#### constrainAircraftPitch Source code

var(JointControlledAircraft) bool constrainAircraftPitch;

#### controlJointStrength Source code

var(JointControlledAircraft) float controlJointStrength;

#### counterGravityForceScale Source code

var(JointControlledAircraft) float counterGravityForceScale;

#### diveCombinedReduction Source code

var(JointControlledAircraft) float diveCombinedReduction;

#### diveCounterGravityForceScale Source code

var(JointControlledAircraft) float diveCounterGravityForceScale;

#### diveThrustForce Source code

var(JointControlledAircraft) float diveThrustForce;

#### downDiveForceScale Source code

var(JointControlledAircraft) float downDiveForceScale;

#### flightControlDamping Source code

var(JointControlledAircraft) float flightControlDamping;

#### flightRotationEffectMagnitude Source code

var(JointControlledAircraft) float flightRotationEffectMagnitude;

#### forceScale Source code

var(JointControlledAircraft) float forceScale;

#### forwardCombinedReduction Source code

var(JointControlledAircraft) float forwardCombinedReduction;

#### forwardForce Source code

var(JointControlledAircraft) float forwardForce;

#### forwardThrustForce Source code

var(JointControlledAircraft) float forwardThrustForce;

#### hardAircraftPitchRange Source code

var(JointControlledAircraft) float hardAircraftPitchRange;

#### hardConstrainAircraftPitch Source code

var(JointControlledAircraft) bool hardConstrainAircraftPitch;

#### linearBankScale Source code

var(JointControlledAircraft) float linearBankScale;

#### maximumAircraftPitch Source code

var(JointControlledAircraft) float maximumAircraftPitch;

#### minimumAircraftPitch Source code

var(JointControlledAircraft) float minimumAircraftPitch;

#### reverseForce Source code

var(JointControlledAircraft) float reverseForce;

#### reverseThrustForce Source code

var(JointControlledAircraft) float reverseThrustForce;

#### strafeCombinedReduction Source code

var(JointControlledAircraft) float strafeCombinedReduction;

#### strafeForce Source code

var(JointControlledAircraft) float strafeForce;

#### strafeThrustForce Source code

var(JointControlledAircraft) float strafeThrustForce;

#### thrustCombinedReduction Source code

var(JointControlledAircraft) float thrustCombinedReduction;

#### upThrustForce Source code

var(JointControlledAircraft) float upThrustForce;

Enumerations Detail

#### AccelerationEffectStateEnum Source code

enum AccelerationEffectStateEnum
{

> AES_ACCELERATING, AES_DECELERATING, AES_NONE

};

Structures Detail

#### AircraftState Source code

struct AircraftState
{

> var int flightAngles;
> var vector position;
> var bool serverDiving;
> var PlayerCharacterController.EDigitalAxisInput serverStrafe;
> var PlayerCharacterController.EDigitalAxisInput serverThrottle;
> var bool serverThrusting;
> var vector velocity;

};

Functions Detail

#### applyOutput Source code

simulated function applyOutput ( ) )

#### calculateOutputControlForce Source code

native function vector calculateOutputControlForce ( rotator referenceRotation, float currentThrottleInput, float currentStrafeInput, float currentThrustInput, bool currentDiveInput )

#### clientDriverLeave Source code

simulated function clientDriverLeave ( Controller c, Character oldDriver) )

#### clientOccupantEnter Source code

simulated function clientOccupantEnter ( ClientOccupantEnterData data) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### getControlJointAttachLocation Source code

simulated function vector getControlJointAttachLocation ( ) )

#### getViewRotation Source code

simulated function rotator getViewRotation ( ) )

#### initialiseEffects Source code

simulated function initialiseEffects ( ) )

#### isEffectCauserActive Source code

simulated function bool isEffectCauserActive ( int effectCauserIndex) )

#### needToPushStateToClient Source code

function bool needToPushStateToClient ( ) )

#### postNetBeginPlay Source code

simulated function postNetBeginPlay ( ) )

#### processInput Source code

function processInput ( ) )

#### pushStateToClient Source code

function pushStateToClient ( ) )

#### setCounterGravityForceScale Source code

native function setCounterGravityForceScale ( float scale )

#### setFlightControlStrength Source code

native function setFlightControlStrength ( float strength )

#### setFlightForce Source code

native function setFlightForce ( vector force )

#### setFlightRotation Source code

native function setFlightRotation ( int yawAngle, int pitchAngle )

#### setViewRotation Source code

function setViewRotation ( rotator r) )

#### specialCalcViewProcessing Source code

simulated function bool specialCalcViewProcessing ( out actor viewActor, out vector cameraLocation, out rotator cameraRotation, int positionIndex) )

#### tick Source code

simulated function tick ( float deltaSeconds) )

#### updateCameraRotation Source code

simulated event updateCameraRotation ( float deltaSeconds) )

#### updateEffectsStates Source code

simulated function updateEffectsStates ( ) )

#### VehicleStateReceived Source code

simulated event VehicleStateReceived ( ) )

Defaultproperties

    defaultproperties
    {
    	AirSpeed = 5000

    	Health=800

    	strafeThrustForce = 50
    	strafeForce = 25
    	forwardThrustForce = 50
    	forwardForce = 25
    	upThrustForce = 50
    	reverseForce = 15
    	reverseThrustForce = 25
    	strafeCombinedReduction = 0.5
    	forwardCombinedReduction = 0.5
    	diveThrustForce = 50
    	diveCombinedReduction = 0.5
    	thrustCombinedReduction = 0.5

    	thrustingEffectState = false
    	accelerationEffectState = AES_NONE

    	divingForceApplied = false

    	downDiveForceScale=1.2
    	aheadDiveForceScale=0.2

    	navigationMaximumPitch = 7000
    	navigationMinimumPitch = -8000
    	navigationTurnRate = 4000
    	rotateMinimumPitch = -10000
    	rotateMaximumPitch = 10000
    	thrustThresholdPitch = 500

    	Physics = PHYS_Havok

    	forceScale = 250

    	clientControlJointStrength = 1
    	clientDriverControlJointStrength = 1.5
    	controlJointStrength = 2.5

    	counterGravityForceScale = 0.5
    	coastingCounterGravityForceScale = 0.2
    	diveCounterGravityForceScale = 0

    	flightControlDamping = 0.25

    	blendTime = 0.2

    	bPhysicsAnimUpdate = true

    	spawningBlendTime = 0.6

    	gearUpBlendTime = 1.2

    	angularBankScale = 0.35
    	linearBankScale = 0.4

    	gearTraceLength = 600

    	flightRotationEffectMagnitude = 650

    	coastingDamping = 0.4

    	throttleScale = 0.0005

    	hardConstrainAircraftPitch = true
    	hardAircraftPitchRange = 22500

    	currentDesiredHavokState=(ignoreRotation=true)
    }

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Creation time: st 23.5.2018 00:10:31.542 - Created with UnCodeX