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# Engine.HavokVehicle

Extends
  Pawn
Modifiers
  native

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Engine.HavokVehicle

Constants Summary

Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
bool | bGetOut
bool | bNewCarState
HavokCarState | CarState
Pawn | Driver
int | hkVehicleDataPtr
HavokVehicleFactory | ParentFactory
ShadowProjector | VehicleShadow
HavokVehicle
bool | bDrawDriverInTP
bool | bDrawMeshInFP
bool | bZeroPCRotOnEntry
class<Actor> | DestroyEffectClass
name | DriveAnim
vector | DrivePos
rotator | DriveRot
array<vector> | EntryPositions
array<vector> | ExitPositions
vector | FPCamPos
array<float> | GearRatios
int | MaxViewPitch
int | MaxViewYaw
float | Rise
float | Steering
float | Throttle
float | TPCamDistance
vector | TPCamLookat
array<HavokVehicleWheel> | Wheels
HavokVehicleAerodynamics
float | AerodynamicsAirDensity
float | AerodynamicsDragCoeff
float | AerodynamicsFrontalArea
float | AerodynamicsLiftCoeff
float | CollisionSpinDamping
float | CollisionThreshold
vector | ExtraGravity
float | SpinDamping
HavokVehicleEngine
float | EngineMaxRPM
float | EngineMinRPM
float | EngineOptRPM
float | EngineResistanceFactorAtMaxRPM
float | EngineResistanceFactorAtMinRPM
float | EngineResistanceFactorAtOptRPM
float | EngineTorque
float | EngineTorqueFactorAtMaxRPM
float | EngineTorqueFactorAtMinRPM
float | GearClutchDelayTime
float | GearDownshiftRPM
float | GearReverseRatio
float | GearUpshiftRPM
float | TopSpeed
HavokVehicleGeneral
float | ChassisMass
float | ChassisUnitInertiaPitch
float | ChassisUnitInertiaRoll
float | ChassisUnitInertiaYaw
float | FrictionEqualizer
float | MaxSpeedFullSteeringAngle
float | SteeringMaxAngle
float | TorqueExtraFactor
float | TorquePitchFactor
float | TorqueRollFactor
float | TorqueYawFactor

Inherited Variables from Engine.Pawn
abilities, AccelRate, AirControl, AirSpeed, AIScriptTag, AI_LOD_Level, AI_LOD_LevelOrig, Alertness, Anchor, AnimAction, AppliedBob, AvgPhysicsTime, BackwardStrafeBias, bAdjacentZoneHearing, bAmbientCreature, BaseEyeHeight, BaseMovementRate, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbLadders, bCanCrouch, bCanDoubleJump, bCanFly, bCanJump, bCanStrafe, bCanSwim, bCanWalk, bCanWalkOffLedges, bClientCollision, bCouldSeeLastTick, bCountJumps, bCrawler, bDirectHitWall, bDontPossess, bGroundNavigationObstruction, bHavokCharacterCollisionExtraRadius, bHavokCharacterCollisions, bHavokInitCalled, bHideRegularHUD, bIgnoreForces, bInitializeAnimation, bInvulnerableBody, bIsCrouched, bIsFemale, bIsTyping, bIsWalking, bJumpCapable, bJustLanded, BlendChangeTime, BloodEffect, bLOSHearing, bMuffledHearing, bNoJumpAdjust, bNotifiedDeathListeners, bNoVelocityUpdate, bNoWeaponFiring, Bob, bobtime, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedSpeed, bRollToDesired, bSameZoneHearing, bSendsDamagedMessages, bSimGravityDisabled, bSimulateGravity, bSpecialCalcView, bSpecialHUD, bSteadyFiring, bStopAtLedges, bThumped, bTryToUncrouch, bUpAndOut, bUpdateEyeHeight, bUpdatingDisplay, bUseCompressedPosition, bWantsToCrouch, bWarping, bWasCrouched, bWasOnGround, bWasWalking, bWeaponBob, CharacterAI, ConstantAcceleration, Controller, ControllerClassName, CrouchedPct, CrouchHeight, CrouchRadius, DamageScaling, DesiredSpeed, DestinationOffset, EyeHeight, Floor, ForwardStrafeBias, goals, GroundSpeed, HeadAI, HeadScale, HeadVolume, Health, HearingThreshold, HitDamageType, JumpZ, LadderSpeed, LandBob, LandMovementState, LastAnchor, LastPainSound, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, logDLM, logNavigationSystem, logTyrion, LowGoreBlood, MaxFallSpeed, MeleeRange, MenuName, MovementAI, MovementAnims[4], MovementBlendStartTime, movementSimProxyPending, movementSimProxyPosition, movementSimProxyRotation, movementSimProxyVelocity, NetRelevancyTime, nextPawn, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldPhysics, OldRotYaw, OldZ, OnLadder, OwnerName, PawnPosition, PeripheralVision, PlayerReplicationInfo, ReducedDamageType, SerpentineDist, SerpentineTime, Shadow, SightRadius, SoundDampening, SpawnTime, SplashTime, TakeHitLocation, TearOffMomentum, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, Visibility, VisionCounter, VisionUpdateRange, WalkBob, WalkingPct, WaterMovementState, WaterSpeed, WeaponAI

Inherited Variables from Engine.Actor
Acceleration, ActorRenderData, AmbientGlow, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bAcceptsShadowProjectors, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockHavok, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bCastsVolumetricShadows, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bClientHavokPhysics, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableBspVolumetrics, bDisableEditorCopying, bDisableHavokCollisionWhenAttached, bDisableShadowOptimisation, bDisableSorting, bDisableTick, bDisableTouch, bDisturbFluidSurface, bDoNotApproximateBumpmap, bDynamicLight, bEdShouldSnap, bEdSnap, bEnableHavokBackstep, bFixedRotationDir, bGameRelevant, bGetOverlayMaterialFromBase, bGetSkinFromBase, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bImportantActor, bInterpolating, bIsMirror, bIsVehicle, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNavigationRelevant, bNeedLifetimeEffectEvents, bNeedPostRenderCallback, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNetworkRelevancyVisible, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectCurrentZone, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOverruleNavigationRelevant, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjectile, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateLabel, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bSendDestructionNotification, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bSkipActorPropertyReplication, bSkipEncroachment, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTriggerEffectEventsBeforeGameStarts, BumpmapLODScale, bUnifiedPositionChanged, bUnifiedVelocityChanged, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bUseRootMotionBound, bVolumetricShadowCast, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, exclusiveToGameInfo, forceAccumulator, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, gameInfoExclusions, gameInfoInclusions, GravityScale, Group, HardRelMatrix, havokAngularVelocity, HavokData, havokDataClass, havokGameTickForce, havokGameTickForcePosition, havokSkeletalRotationSpeed, InitialState, Instigator, JoinedTag, Label, LastRenderTime, LastTick, LatentAnimChannelCount, LatentFloat, LatentStackLocations, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, maxDifficulty, MaxLights, maxNumPlayers, MaxTraceDistance, Mesh, MeshInstance, MessageClass, minDifficulty, minNumPlayers, movementObject, MovementObjectClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, OwnerGroups, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SpeechTag, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, torqueAccumulator, Touching, TriggeredBy, unifiedPosition, unifiedVelocity, UsesSubVisibility, Velocity, XLevel

Enumerations Summary

Inherited Enumerations from Engine.Actor
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates

Structures Summary
HavokCarState ChassisState, ServerHandbrake, ServerBrake, ServerGas, ServerGear, ServerSteering, bNewState

Inherited Structures from Engine.Pawn
HavokCharacterObjectInteractionEvent, HavokCharacterObjectInteractionResult

Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, HavokRigidBodyState, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
|  | ClientDriverEnter (PlayerController pc))
|  | ClientDriverLeave (PlayerController pc))
|  | Destroyed ()))
|  | DriverEnter (Pawn p))
| bool | DriverLeave (bool bForceLeave))
|  | EncroachedBy (actor Other ))
| bool | EncroachingOn (actor Other ))
|  | FaceRotation (rotator NewRotation, float DeltaTime ))
|  | GraphData (string DataName, float DataValue)
| bool | HavokUpdateState (out HavokRigidBodyState newState))
|  | HavokVehicleHasChanged ()))
|  | HavokVehicleStateReceived ()
|  | PostBeginPlay ()))
|  | PostNetBeginPlay ()))
|  | PostTakeDamage (float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor))
|  | RemakeVehicle ()
| bool | SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ))
|  | Tick (float deltaSeconds))
|  | TryToDrive (Pawn p))
|  | UpdateVehicle (float DeltaTime)

Inherited Functions from Engine.Pawn
AddPawn, AddVelocity, AdjustedStrength, AnimEnd, ApplyDamage, BaseChange, BecomeViewTarget, BeginState, BreathTimer, CanDoubleJump, CanGrabLadder, CannotJumpNow, CanSee, CanSplash, CanThrowWeapon, CanTrigger, ChangeAnimation, ChangedWeapon, checkAlive, CheckBob, checkDead, CheckWaterJump, ChunkUp, classConstruct, ClientDying, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, CreateInventory, Destroyed, Died, DisplayDebug, Dodge, DoDoubleJump, DoJump, DrawHUD, DropToGround, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, EyePosition, FaceRotation, Falling, FinishedInterpolation, ForceCrouch, Gasp, GetHumanReadableName, GetKillerController, GetViewDirection, GetViewPoint, GetViewRotation, Gibbed, gibbedBy, GiveWeapon, groundPredictedLocation, HavokCharacterCollision, HeadVolumeChange, HitWall, IgnoresSeenPawnsOfType, InCurrentCombo, InGodMode, isAlive, IsFirstPerson, IsHumanControlled, IsInPain, IsLocallyControlled, IsPlayerPawn, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LandThump, LieStill, LineOfSightTo, ModifyVelocity, NextItem, NotifyKilled, NotifyPawnDeathListeners, PlayDying, PlayDyingSound, PlayFalling, PlayFiring, PlayHit, PlayJump, PlayLanded, PlayLandingAnimation, PlayMoverHitSound, PlayMoving, PlayNextAnimation, PlayTakeHit, PlayTeleportEffect, PlayVictoryAnimation, PlayWaiting, PossessedBy, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostTakeDamage, PreBeginPlay, predictedLocation, PressingAltFire, PressingFire, ReachedDestination, ReceiveLocalizedMessage, ReduceCylinder, rematchGoals, RemovePawn, Reset, SetAnimAction, SetDefaultDisplayProperties, SetDisplayProperties, SetHeadScale, setLimitedTimeLODActivation, SetMesh, SetMovementPhysics, SetViewRotation, SetWalking, ShootSpecial, ShouldCrouch, SpecialCalcView, StartCrouch, StopPlayFiring, SwitchToLastWeapon, TakeDrowningDamage, TakeFallingDamage, Timer, TossWeapon, TouchingWaterVolume, Trigger, UnPossessed, UpdateEyeHeight, UpdateRocketAcceleration, WasPlayerPawn, WeaponBob

Inherited Functions from Engine.Actor
*, +, -, actorLabel, AddContextForNextEffectEvent, AddDebugMessage, AITrace, AllActors, Allocate, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, checkSocket, ChildActors, classConstruct, clientDispatchMessage, Clock, CollidingActors, ConsoleCommand, Construct, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, dispatchMessage, DisplayDebug, DrawDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, findByLabel, findStaticByLabel, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimLength, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetCurrentMaterial, GetDebugName, GetHumanReadableName, getHurtRadiusParent, GetItemName, GetLIPSincAnimDuration, GetLocalString, GetMapName, GetMaterial, GetMeshName, GetMeshOrigin, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOverlayMaterial, GetRadarInfoClass, getReceiveDamageRadius, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, getSocket, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HavokActivate, HavokCollisionGroupChange, HavokGetAngularVelocity, HavokGetCenterOfMass, HavokGetLastTracedBone, HavokGetLinearVelocity, HavokGetPosition, HavokGetState, HavokImpartCOMImpulse, HavokImpartForce, HavokImpartImpulse, HavokImpartLinearForceAll, HavokIsActive, HavokReturnSkeletalActorToAnimationSystem, HavokSetAngularDamping, HavokSetAngularVelocity, HavokSetBlocking, HavokSetCOM, HavokSetGameTickForce, HavokSetLinearDamping, HavokSetLinearVelocity, HavokSetLinearVelocityAll, HavokSetPosition, HavokSetRotation, HavokSlowSetCollisionEnabled, HavokUpdateState, Hide, HitWall, HurtRadius, InterruptSound, IsAnimating, IsInPain, IsInVolume, IsOverlapping, IsPlayingLIPSincAnim, IsTweening, KilledBy, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LocalizeMapText, LockRootMotion, LoopAnim, LostChild, makeDormant, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, nearbyControlledPawns, NearSpot, OnGameStarted, OnHidden, OnlyAffectPawns, onMessage, OnOptimizedIn, OnOptimizedOut, OnShown, OptimizeIn, OptimizeOut, PauseSound, PhysicsVolumeChange, PlayAnim, PlayAnimAdditive, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayLoopedSound, PlayMusic, PlayOwnedSound, PlayScriptedAnim, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PostTeleport, PostTouch, PreBeginPlay, PrecacheSpeech, PreScriptedTextureRendered, PreTeleport, PreTrigger, processHurtRadiusVictim, ProjectileTouch, RadiusActors, registerClientMessage, registerMessage, RegisterNotifyGameStarted, RenderOverlays, RenderTexture, ReplaceText, Reset, ResumeSound, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShallowCopyMaterial, ShouldActorsBlockSplash, ShouldProjectileHit, Show, Spawn, SpecialHandling, StartInterpolation, staticActorLabel, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, SuggestFallVelocity, TakeDamage, TestMove, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEffectEvent, TriggerEvent, TweenAnim, UnClock, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddTorque, unifiedAddVelocity, unifiedGetAcceleration, unifiedGetCOMPosition, unifiedGetGravity, unifiedGetMass, unifiedGetNaturalCOMPosition, unifiedGetPosition, unifiedGetVelocity, unifiedSetAcceleration, unifiedSetAngularVelocity, unifiedSetMass, unifiedSetPosition, unifiedSetRotation, unifiedSetVelocity, UnTouch, UnTrigger, UnTriggerEffectEvent, UnTriggerEvent, UpdateAttachmentLocations, UpdatePrecacheRenderData, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange

Variables Detail

#### bGetOut Source code

var bool bGetOut;

#### bNewCarState Source code

var bool bNewCarState;

#### CarState Source code

var HavokCarState CarState;

#### Driver Source code

var Pawn Driver;

#### hkVehicleDataPtr Source code

var const transient int hkVehicleDataPtr;

#### ParentFactory Source code

var HavokVehicleFactory ParentFactory;

#### VehicleShadow Source code

var ShadowProjector VehicleShadow;

### HavokVehicle

#### bDrawDriverInTP Source code

var(HavokVehicle) bool bDrawDriverInTP;

#### bDrawMeshInFP Source code

var(HavokVehicle) bool bDrawMeshInFP;

#### bZeroPCRotOnEntry Source code

var(HavokVehicle) bool bZeroPCRotOnEntry;

#### DestroyEffectClass Source code

var(HavokVehicle) class<Actor> DestroyEffectClass;

#### DriveAnim Source code

var(HavokVehicle) name DriveAnim;

#### DrivePos Source code

var(HavokVehicle) vector DrivePos;

#### DriveRot Source code

var(HavokVehicle) rotator DriveRot;

#### EntryPositions Source code

var(HavokVehicle) array<vector> EntryPositions;

#### ExitPositions Source code

var(HavokVehicle) array<vector> ExitPositions;

#### FPCamPos Source code

var(HavokVehicle) vector FPCamPos;

#### GearRatios Source code

var(HavokVehicle) editinline array<float> GearRatios;

#### MaxViewPitch Source code

var(HavokVehicle) int MaxViewPitch;

#### MaxViewYaw Source code

var(HavokVehicle) int MaxViewYaw;

#### Rise Source code

var(HavokVehicle) float Rise;

#### Steering Source code

var(HavokVehicle) float Steering;

#### Throttle Source code

var(HavokVehicle) float Throttle;

#### TPCamDistance Source code

var(HavokVehicle) float TPCamDistance;

#### TPCamLookat Source code

var(HavokVehicle) vector TPCamLookat;

#### Wheels Source code

var(HavokVehicle) editinline array<HavokVehicleWheel> Wheels;

### HavokVehicleAerodynamics

#### AerodynamicsAirDensity Source code

var(HavokVehicleAerodynamics) float AerodynamicsAirDensity;

#### AerodynamicsDragCoeff Source code

var(HavokVehicleAerodynamics) float AerodynamicsDragCoeff;

#### AerodynamicsFrontalArea Source code

var(HavokVehicleAerodynamics) float AerodynamicsFrontalArea;

#### AerodynamicsLiftCoeff Source code

var(HavokVehicleAerodynamics) float AerodynamicsLiftCoeff;

#### CollisionSpinDamping Source code

var(HavokVehicleAerodynamics) float CollisionSpinDamping;

#### CollisionThreshold Source code

var(HavokVehicleAerodynamics) float CollisionThreshold;

#### ExtraGravity Source code

var(HavokVehicleAerodynamics) vector ExtraGravity;

#### SpinDamping Source code

var(HavokVehicleAerodynamics) float SpinDamping;

### HavokVehicleEngine

#### EngineMaxRPM Source code

var(HavokVehicleEngine) float EngineMaxRPM;

#### EngineMinRPM Source code

var(HavokVehicleEngine) float EngineMinRPM;

#### EngineOptRPM Source code

var(HavokVehicleEngine) float EngineOptRPM;

#### EngineResistanceFactorAtMaxRPM Source code

var(HavokVehicleEngine) float EngineResistanceFactorAtMaxRPM;

#### EngineResistanceFactorAtMinRPM Source code

var(HavokVehicleEngine) float EngineResistanceFactorAtMinRPM;

#### EngineResistanceFactorAtOptRPM Source code

var(HavokVehicleEngine) float EngineResistanceFactorAtOptRPM;

#### EngineTorque Source code

var(HavokVehicleEngine) float EngineTorque;

#### EngineTorqueFactorAtMaxRPM Source code

var(HavokVehicleEngine) float EngineTorqueFactorAtMaxRPM;

#### EngineTorqueFactorAtMinRPM Source code

var(HavokVehicleEngine) float EngineTorqueFactorAtMinRPM;

#### GearClutchDelayTime Source code

var(HavokVehicleEngine) float GearClutchDelayTime;

#### GearDownshiftRPM Source code

var(HavokVehicleEngine) float GearDownshiftRPM;

#### GearReverseRatio Source code

var(HavokVehicleEngine) float GearReverseRatio;

#### GearUpshiftRPM Source code

var(HavokVehicleEngine) float GearUpshiftRPM;

#### TopSpeed Source code

var(HavokVehicleEngine) float TopSpeed;

### HavokVehicleGeneral

#### ChassisMass Source code

var(HavokVehicleGeneral) float ChassisMass;

#### ChassisUnitInertiaPitch Source code

var(HavokVehicleGeneral) float ChassisUnitInertiaPitch;

#### ChassisUnitInertiaRoll Source code

var(HavokVehicleGeneral) float ChassisUnitInertiaRoll;

#### ChassisUnitInertiaYaw Source code

var(HavokVehicleGeneral) float ChassisUnitInertiaYaw;

#### FrictionEqualizer Source code

var(HavokVehicleGeneral) float FrictionEqualizer;

#### MaxSpeedFullSteeringAngle Source code

var(HavokVehicleGeneral) float MaxSpeedFullSteeringAngle;

#### SteeringMaxAngle Source code

var(HavokVehicleGeneral) float SteeringMaxAngle;

#### TorqueExtraFactor Source code

var(HavokVehicleGeneral) float TorqueExtraFactor;

#### TorquePitchFactor Source code

var(HavokVehicleGeneral) float TorquePitchFactor;

#### TorqueRollFactor Source code

var(HavokVehicleGeneral) float TorqueRollFactor;

#### TorqueYawFactor Source code

var(HavokVehicleGeneral) float TorqueYawFactor;

Structures Detail

#### HavokCarState Source code

struct HavokCarState
{

> var int bNewState;
> var HavokRigidBodyState ChassisState;
> var float ServerBrake;
> var float ServerGas;
> var int ServerGear;
> var float ServerHandbrake;
> var float ServerSteering;

};

Functions Detail

#### ClientDriverEnter Source code

simulated function ClientDriverEnter ( PlayerController pc) )

#### ClientDriverLeave Source code

simulated function ClientDriverLeave ( PlayerController pc) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### DriverEnter Source code

function DriverEnter ( Pawn p) )

#### DriverLeave Source code

function bool DriverLeave ( bool bForceLeave) )

#### EncroachedBy Source code

event EncroachedBy ( actor Other ) )

#### EncroachingOn Source code

function bool EncroachingOn ( actor Other ) )

#### FaceRotation Source code

simulated function FaceRotation ( rotator NewRotation, float DeltaTime ) )

#### GraphData Source code

native final function GraphData ( string DataName, float DataValue )

#### HavokUpdateState Source code

simulated event bool HavokUpdateState ( out HavokRigidBodyState newState) )

#### HavokVehicleHasChanged Source code

simulated event HavokVehicleHasChanged ( ) )

#### HavokVehicleStateReceived Source code

event HavokVehicleStateReceived ( )

#### PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

#### PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

#### PostTakeDamage Source code

function PostTakeDamage ( float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor) )

#### RemakeVehicle Source code

native function RemakeVehicle ( )

#### SpecialCalcView Source code

simulated function bool SpecialCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) )

#### Tick Source code

simulated event Tick ( float deltaSeconds) )

#### TryToDrive Source code

function TryToDrive ( Pawn p) )

#### UpdateVehicle Source code

simulated event UpdateVehicle ( float DeltaTime )

Defaultproperties

    defaultproperties
    {
        Steering=0
        Throttle=0
    	Rise=0

        ExitPositions(0)=(Y=-315.000000,Z=100.000000)
        ExitPositions(1)=(Y=315.000000,Z=100.000000)
        ExitPositions(2)=(Y=0.000000,Z=-400.000000)
        ExitPositions(3)=(Y=0.000000,Z=400.000000)
        EntryPositions(0)=(Y=265.000000,Z=10.000000)
        EntryPositions(1)=(Y=-265.000000,Z=10.000000)

     	bDrawDriverInTP=false
    	bDrawMeshInFP=true

    	DrivePos=(X=0,Y=0,Z=0)
    	bZeroPCRotOnEntry=true

    	TPCamLookat=(X=-100,Y=0,Z=100)
    	TPCamDistance=600

    	MaxViewYaw=16000
    	MaxViewPitch=16000

        Physics=PHYS_Havok
    	bEdShouldSnap=True
    	bStatic=False
    	bShadowCast=False
    	bCollideActors=True
    	bCollideWorld=False
        bProjTarget=True
    	bBlockActors=True
    	bBlockNonZeroExtentTraces=True
    	bBlockZeroExtentTraces=True
    	bBlockPlayers=True
    	bWorldGeometry=False
    	bBlockKarma=False
    	bBlockHavok=True
        CollisionHeight=+000001.000000
    	CollisionRadius=+000001.000000
    	bAcceptsProjectors=True
    	bCanBeBaseForPawns=True
    	bAlwaysRelevant=True
    	RemoteRole=ROLE_SimulatedProxy
    	bNetInitialRotation=True
    	bSpecialCalcView=True

    	ChassisMass=750
    	SteeringMaxAngle=4000
    	MaxSpeedFullSteeringAngle=70
    	FrictionEqualizer=0.5
    	TorqueRollFactor=0.25
    	TorquePitchFactor=0.5
    	TorqueYawFactor=0.35
    	TorqueExtraFactor=-0.5
    	ChassisUnitInertiaYaw=1.0
    	ChassisUnitInertiaRoll=0.4
    	ChassisUnitInertiaPitch=1.0

    	EngineTorque=500
    	EngineMinRPM=1000
    	EngineOptRPM=5500
    	EngineMaxRPM=7500
    	EngineTorqueFactorAtMinRPM=0.8
    	EngineTorqueFactorAtMaxRPM=0.8
    	EngineResistanceFactorAtMinRPM=0.05
    	EngineResistanceFactorAtOptRPM=0.1
    	EngineResistanceFactorAtMaxRPM=0.3
    	GearDownshiftRPM=3500
    	GearUpshiftRPM=6500
    	GearClutchDelayTime=0
    	GearReverseRatio=1
    	TopSpeed=130

    	AerodynamicsAirDensity=1.3
    	AerodynamicsFrontalArea=1
    	AerodynamicsDragCoeff=0.7
    	AerodynamicsLiftCoeff=-0.3
    	ExtraGravity=(X=0,Y=0,Z=-5)
    	SpinDamping=1
    	CollisionSpinDamping=0
    	CollisionThreshold=4

    	GearRatios(0)=1

    	Texture=Texture'Engine_res.Havok.S_HkVehicle'

    }

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Creation time: st 23.5.2018 00:10:30.711 - Created with UnCodeX