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# Gameplay.Buggy

Extends
  HavokCar
Modifiers
  implements InventoryStationAccessControl dependsOn ( InventoryStationAccess ) native

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.Vehicle
                |
                +-- Gameplay.Car
                   |
                   +-- Gameplay.HavokCar
                      |
                      +-- Gameplay.Buggy

Constants Summary
DRIVER_INDEX | = | 0
FORCE_DEACTIVATE_DISTANCE | = | 5
FORCE_DEACTIVATE_TIME | = | 4
GUNNER_INDEX | = | 1

Inherited Contants from Gameplay.HavokCar
HC_ANGULAR_VELOCITY_ACCURACY_FACTOR, HC_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR, HC_LINEAR_VELOCITY_ACCURACY_FACTOR, HC_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR

Variables Summary
vector | forceDeactivatePosition
float | forceDeactivateTime
array<InventoryStationAccess> | inventoryStationAccess
bool | isRegisteredRespawnVehicle
int | maximumNumberInventoryStationPositions
VehicleMountedTurret | turret
class<VehicleMountedTurret> | turretClass
Boost
class<Buggy> | boostClass
class<HavokCarWheel> | frontBoostWheelClass
class<HavokCarWheel> | rearBoostWheelClass
Buggy
float | gunnerAITurnRate
vector | gunnerCameraOffset
float | gunnerClientTurnRate
float | gunnerMaximumPitch
float | gunnerMinimumPitch
class<Weapon> | gunnerWeaponClass
vector | gunnerWeaponOffset
class<InventoryStationAccess> | inventoryStationAccessClass
vector | inventoryStationOffset
int | numberInventoryStationPositions
array<class<Weapon>> | spawnDefaultWeapons
name | turretBone

Inherited Variables from Gameplay.HavokCar
AerodynamicsAirDensity, AerodynamicsDragCoeff, AerodynamicsFrontalArea, AerodynamicsLiftCoeff, applyHandbrakeSpeed, ChassisMass, ChassisUnitInertiaPitch, ChassisUnitInertiaRoll, ChassisUnitInertiaYaw, CollisionSpinDamping, CollisionThreshold, commonSuspensionDampingCompression, commonSuspensionDampingRelaxation, commonSuspensionStrength, commonSuspensionTravel, commonWheelFriction, commonWheelMass, commonWheelViscosityFriction, EngineMaxRPM, EngineMinRPM, EngineOptRPM, EngineResistanceFactorAtMaxRPM, EngineResistanceFactorAtMinRPM, EngineResistanceFactorAtOptRPM, EngineTorque, EngineTorqueFactorAtMaxRPM, EngineTorqueFactorAtMinRPM, ExtraGravity, FrictionEqualizer, GearClutchDelayTime, GearDownshiftRPM, GearRatios, GearReverseRatio, GearUpshiftRPM, havokCarWheelClasses, hkVehicleDataPtr, leftFrontSkiddingEffectIndex, leftFrontWheelIndex, leftRearSkiddingEffectIndex, leftRearWheelIndex, MaxSpeedFullSteeringAngle, occupiedApplyHandbrakeSpeed, OldReplicationCarState, ReplicationCarState, rightFrontSkiddingEffectIndex, rightFrontWheelIndex, rightRearSkiddingEffectIndex, rightRearWheelIndex, skidEffectEnergyThreshold, SpinDamping, systemHandbrake, TorqueExtraFactor, TorquePitchFactor, TorqueRollFactor, TorqueYawFactor, wheelClasses, Wheels, wheelsOutput

Inherited Variables from Gameplay.Car
carSteer, driveThrottleCoefficient, effectAccelerating, effectDeccelerating, Gear, maximumYawChange, minimumNavigationThrottle, outputCarDirection, SteeringMaxAngle, stopSteeringSize, StopThreshold, stopVelocitySize, strafeSteerAngleOffset, upsideDownDamagePerSecond

Structures Summary

Inherited Structures from Gameplay.HavokCar
HavokCarReplicationState, WheelOutput

Functions Summary
|  | aboutToDie ()))
|  | aboutToSettleUpsideDown ()))
|  | accessFinished (Character user, bool returnToUsualMovment))
|  | accessNoLongerRequired (Character accessor))
|  | accessRequired (Character accessor, InventoryStationAccess access, int armorIndex))
| bool | canCharacterRespawnAt ()))
|  | changeApplied (InventoryStationAccess access))
|  | Destroyed ()))
| bool | directUsage ()))
| bool | driverLeave (bool bForceLeave, int positionIndex))
| int | getAccessIndex (int positionIndex))
| bool | getCurrentLoadoutWeapons (out InventoryStationAccess.InventoryStationLoadout weaponLoadout, Character user))
| int | getMinorPositionEntryIndex (int positionIndex))
| Material | getTeamSkin ()))
| InventoryStationAccess | getUnusedInventoryStation ()))
| bool | InventoryCalcView (out actor viewActor, out vector cameraLocation, out rotator cameraRotation))
|  | inventoryStationEnterProcessing (Character occupant, int positionIndex))
| bool | isAccessible (Character accessor))
| bool | isFunctional ()))
| bool | isOnCharactersTeam (Character testCharacter))
|  | kickInventoryStationUsers ()))
|  | occupantEnter (Character occupant, int positionIndex))
|  | occupantSwitchPosition (Character occupant, int targetPositionIndex))
|  | PostNetBeginPlay ()))
|  | postNetReceive ()))
|  | settledUpsideDownChanged ()))
| bool | ShouldProjectileHit (Actor projInstigator))
|  | spawnCharacter (Character character))
|  | tick (float deltaSeconds))
|  | updateRespawnState ()))
|  | vehicleUpdateParams ()))

Inherited Functions from Gameplay.HavokCar
EncroachedBy, FaceRotation, havokCarSwitchClass, HavokVehicleHasChanged, initialiseEffects, isEffectCauserActive, isSettledUpsideDown, needToPushStateToClient, PostNetBeginPlay, PreBeginPlay, pushStateToClient, RemakeVehicle, switchClass, switchWheelClasses, tick, updateDynamicEffectStates, updateSkidEffect, UpdateVehicle, vehicleStateReceived

Inherited Functions from Gameplay.Car
applyOutput, Destroyed, PostNetBeginPlay, ProcessInput, tick, updateGear

Constants Detail

#### DRIVER_INDEX Source code

const DRIVER_INDEX = 0;

#### FORCE_DEACTIVATE_DISTANCE Source code

const FORCE_DEACTIVATE_DISTANCE = 5;

#### FORCE_DEACTIVATE_TIME Source code

const FORCE_DEACTIVATE_TIME = 4;

#### GUNNER_INDEX Source code

const GUNNER_INDEX = 1;

Variables Detail

#### forceDeactivatePosition Source code

var vector forceDeactivatePosition;

#### forceDeactivateTime Source code

var float forceDeactivateTime;

#### inventoryStationAccess Source code

var array<InventoryStationAccess> inventoryStationAccess;

#### isRegisteredRespawnVehicle Source code

var bool isRegisteredRespawnVehicle;

#### maximumNumberInventoryStationPositions Source code

var int maximumNumberInventoryStationPositions;

#### turret Source code

var VehicleMountedTurret turret;

#### turretClass Source code

var class<VehicleMountedTurret> turretClass;

### Boost

#### boostClass Source code

var(Boost) class<Buggy> boostClass;

#### frontBoostWheelClass Source code

var(Boost) class<HavokCarWheel> frontBoostWheelClass;

#### rearBoostWheelClass Source code

var(Boost) class<HavokCarWheel> rearBoostWheelClass;

### Buggy

#### gunnerAITurnRate Source code

var(Buggy) float gunnerAITurnRate;

#### gunnerCameraOffset Source code

var(Buggy) vector gunnerCameraOffset;

#### gunnerClientTurnRate Source code

var(Buggy) float gunnerClientTurnRate;

#### gunnerMaximumPitch Source code

var(Buggy) float gunnerMaximumPitch;

#### gunnerMinimumPitch Source code

var(Buggy) float gunnerMinimumPitch;

#### gunnerWeaponClass Source code

var(Buggy) class<Weapon> gunnerWeaponClass;

#### gunnerWeaponOffset Source code

var(Buggy) vector gunnerWeaponOffset;

#### inventoryStationAccessClass Source code

var(Buggy) class<InventoryStationAccess> inventoryStationAccessClass;

#### inventoryStationOffset Source code

var(Buggy) vector inventoryStationOffset;

#### numberInventoryStationPositions Source code

var(Buggy) int numberInventoryStationPositions;

#### spawnDefaultWeapons Source code

var(Buggy) array<class<Weapon>> spawnDefaultWeapons;

#### turretBone Source code

var(Buggy) name turretBone;

Functions Detail

#### aboutToDie Source code

function aboutToDie ( ) )

#### aboutToSettleUpsideDown Source code

function aboutToSettleUpsideDown ( ) )

#### accessFinished Source code

function accessFinished ( Character user, bool returnToUsualMovment) )

#### accessNoLongerRequired Source code

function accessNoLongerRequired ( Character accessor) )

#### accessRequired Source code

function accessRequired ( Character accessor, InventoryStationAccess access, int armorIndex) )

#### canCharacterRespawnAt Source code

simulated function bool canCharacterRespawnAt ( ) )

#### changeApplied Source code

function changeApplied ( InventoryStationAccess access) )

#### Destroyed Source code

simulated event Destroyed ( ) )

#### directUsage Source code

function bool directUsage ( ) )

#### driverLeave Source code

function bool driverLeave ( bool bForceLeave, int positionIndex) )

#### getAccessIndex Source code

function int getAccessIndex ( int positionIndex) )

#### getCurrentLoadoutWeapons Source code

simulated function bool getCurrentLoadoutWeapons ( out InventoryStationAccess.InventoryStationLoadout weaponLoadout, Character user) )

#### getMinorPositionEntryIndex Source code

function int getMinorPositionEntryIndex ( int positionIndex) )

#### getTeamSkin Source code

simulated function Material getTeamSkin ( ) )

#### getUnusedInventoryStation Source code

function InventoryStationAccess getUnusedInventoryStation ( ) )

#### InventoryCalcView Source code

simulated function bool InventoryCalcView ( out actor viewActor, out vector cameraLocation, out rotator cameraRotation) )

#### inventoryStationEnterProcessing Source code

function inventoryStationEnterProcessing ( Character occupant, int positionIndex) )

#### isAccessible Source code

function bool isAccessible ( Character accessor) )

#### isFunctional Source code

function bool isFunctional ( ) )

#### isOnCharactersTeam Source code

function bool isOnCharactersTeam ( Character testCharacter) )

#### kickInventoryStationUsers Source code

function kickInventoryStationUsers ( ) )

#### occupantEnter Source code

function occupantEnter ( Character occupant, int positionIndex) )

#### occupantSwitchPosition Source code

function occupantSwitchPosition ( Character occupant, int targetPositionIndex) )

#### PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( ) )

#### postNetReceive Source code

simulated function postNetReceive ( ) )

#### settledUpsideDownChanged Source code

function settledUpsideDownChanged ( ) )

#### ShouldProjectileHit Source code

simulated event bool ShouldProjectileHit ( Actor projInstigator) )

#### spawnCharacter Source code

function spawnCharacter ( Character character) )

#### tick Source code

simulated function tick ( float deltaSeconds) )

#### updateRespawnState Source code

function updateRespawnState ( ) )

#### vehicleUpdateParams Source code

simulated event vehicleUpdateParams ( ) )

Defaultproperties

    defaultproperties
    {
    	DrawType=DT_Mesh
    	Mesh=SkeletalMesh'Vehicles.Buggy'

    	DrawScale=1.0

    	Gear=1
    	StopThreshold=40

    	ChassisMass=750

    	AirSpeed = 5000

    	Health=800

    	bDrawDriverInTP = true

    	rootBone=Buggy

    	inventoryStationAccessClass = class'Gameplay.InventoryStationAccess'
    	inventoryStationOffset = (X=-250,Y=0,Z=150)

    	positions(0)=(type=VP_DRIVER,hideOccupant=false,occupantControllerState=TribesPlayerDriving,thirdPersonCamera=true,occupantAnimation=Buggy_Stand,occupantConnection=character,enterAnimation=HatchClosing,occupiedAnimation=HatchClosed,unoccupiedAnimation=HatchOpen,exitAnimation=HatchOpening,ManifestXPosition=50,ManifestYPosition=20)
    	positions(1)=(type=VP_GUNNER,hideOccupant=true,occupantControllerState=PlayerVehicleTurreting,thirdPersonCamera=false,ManifestXPosition=30,ManifestYPosition=20)
    	positions(2)=(type=VP_INVENTORY_STATION_ONE,hideOccupant=true,thirdPersonCamera=false,ManifestXPosition=33,ManifestYPosition=53,bNotLabelledInManifest=true)
    	positions(3)=(type=VP_INVENTORY_STATION_TWO,hideOccupant=true,thirdPersonCamera=false,ManifestXPosition=33,ManifestYPosition=67,bNotLabelledInManifest=true)
    	positions(4)=(type=VP_INVENTORY_STATION_THREE,hideOccupant=true,thirdPersonCamera=false,ManifestXPosition=47,ManifestYPosition=53,bNotLabelledInManifest=true)
    	positions(5)=(type=VP_INVENTORY_STATION_FOUR,hideOccupant=true,thirdPersonCamera=false,ManifestXPosition=47,ManifestYPosition=67,bNotLabelledInManifest=true)

    	turretClass = class'Gameplay.BuggyMountedTurret'
    	gunnerWeaponClass = class'Gameplay.AntiAircraftWeapon'
    	turretBone = turret
    	gunnerCameraOffset = (X=0,Y=0,Z=50)
    	gunnerWeaponOffset = (X=0,Y=0,Z=25)
    	gunnerMaximumPitch = 10000
    	gunnerMinimumPitch = -3000

    	motorClass = class'BuggyMotor'

    	HavokDataClass = class'BuggyHavokData'

    	numberInventoryStationPositions = 4
    	maximumNumberInventoryStationPositions = 4

    	gunnerClientTurnRate = 30000

    	flipTriggers(0)=(radius=400,height=400,offset=(X=0,Y=0,Z=0))

    	collisionDamageMagnitudeScale = 0.00075

    	gunnerAITurnRate = 12000

    	ManifestLayoutMaterial = Texture'HUD.RoverSchematic';

    	driveYawCoefficient = 0.1

    	bEnableHavokBackstep = true

    	localizedName = "rover"

    	bVehicleCameraTrace = true

    	vehicleCameraTraceExtents = (X=10,Y=10,Z=10)
    }

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Creation time: st 23.5.2018 00:10:28.589 - Created with UnCodeX