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# Vehicles.SHelicopter

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    class SHelicopter extends Engine.SVehicle
    	abstract
    	native;

    cpptext
    {
    #ifdef WITH_KARMA
    	// Actor interface.
    	virtual UBOOL Tick(FLOAT DeltaTime, enum ELevelTick TickType);
    	virtual void PostNetReceive();

    	// SVehicle interface.
    	virtual void UpdateVehicle(FLOAT DeltaTime);
    	virtual void physKarma(FLOAT DeltaTime);

    	// SHelicopter interface.
    	virtual void PackState();
    #endif
    }

    var()	float				UprightStiffness;
    var()	float				UprightDamping;

    var()	float				LongDamping;
    var()	float				LatDamping;
    var()	float				UpDamping;

    var()	float				TurnTorqueFactor;
    var()	float				TurnTorqueMax;
    var()	float				TurnDamping;
    var()	float				MaxYawRate;

    var()	float				PitchTorqueMax;
    var()	float				PitchDamping;

    var()	float				RollTorqueMax;
    var()	float				RollDamping;

    var()	float				RotorSpeedAccelRateMax;	// The max rate at which the rotations per second of rotor increase per second which scaled by user input
    var()	float				RoterSpeedDecelRate;	// The rate at which the rotation per second of the rotor decrease per second if no button is pressed.
    var()	float				RotorSpeedForceFactor;	// Force per (rotation per second) of the the main rotor
    var()	float				RotorSpeedIdle;			// Idle speed of Rotor when in helicopter in rotations per second
    var()	float				RotorSpeedMax;			// Max speed of Rotor in rotations per second

    //struct native HelicopterRotors
    //{
    //	var		name				RotorBoneName;			// Name of the main rotor bone
    //	var		EAxis				RotorBoneAxis;			// Axis of rotation for the main rotor bone
    //	var		float				RotorBoneSpeedScale;	// Scale from RotorSpeed to bone rotation speed
    //	var		float				MaxRotorSpeed;			// The max rotor speed
    //	var		float				RotorBoneRotation;		// Current RotorBoneRotation;
    //};
    //
    //var()	array<HelicopterRotors>		Rotors;					// The rotors for this helicopter

    var()	name				RotorBoneName;			// Name of the main rotor bone
    var()	EAxis				RotorBoneAxis;			// Axis of rotation for the main rotor bone
    var()	float				RotorBoneSpeedScale;	// Scale from RotorSpeed to bone rotation speed
    var()	float				RotorBoneSpeedMax;		// The max rotor speed
    var		float				RotorBoneRotation;		// Current RotorBoneRotation;

    // MPH meter
    var		material			MPHMeterMaterial;
    var()	float				MPHMeterPosX;
    var()	float				MPHMeterPosY;
    var()	float				MPHMeterScale;
    var()	float				MPHMeterSizeY;

    // Internal
    var		float				RotorSpeed;				// The speed of the rotor in rotation per second

    var		float				CopterMPH;

    var		float				TargetHeading;
    var		float				TargetPitch;

    var		float				OutputThrust;
    var		float				OutputStrafe;
    var		float				OutputRise;
    var		bool				bFollowLookDir;

    // Replicated
    struct native HelicopterState
    {
    	var KRBVec				ChassisPosition;
    	var Quat				ChassisQuaternion;
    	var KRBVec				ChassisLinVel;
    	var KRBVec				ChassisAngVel;

    	var float				ServerThrust;
    	var	float				ServerStrafe;
    	var	float				ServerRise;

    	var int					bNewState;
    };

    var		HelicopterState		HeliState;
    var		KRigidBodyState		ChassisState;
    var		bool				bNewCopterState;

    replication
    {
    	unreliable if(Role == ROLE_Authority)
    		HeliState;
    }

    simulated event bool KUpdateState(out KRigidBodyState newState)
    {
    	// This should never get called on the server - but just in case!
    	if(Role == ROLE_Authority || !bNewCopterState)
    		return false;

    	newState = ChassisState;
    	bNewCopterState = false;

    	return true;
    	//return false;
    }

    simulated event SVehicleUpdateParams()
    {
    	Super.SVehicleUpdateParams();

    	KSetStayUprightParams( UprightStiffness, UprightDamping );
    }

    simulated function bool SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
    {
    	local vector CamLookAt, HitLocation, HitNormal, OffsetVector;
    	local PlayerController pc;

    	pc = PlayerController(Controller);

    	// Only do this mode we have a playercontroller viewing this vehicle
    	if(pc == None || pc.ViewTarget != self)
    		return false;

    	if(pc.bBehindView) ///// THIRD PERSON ///////
    	{
    		ViewActor = self;
    		CamLookAt = Location + (TPCamLookat >> Rotation);

    		OffsetVector = vect(0, 0, 0);
    		OffsetVector.X = -1.0 * TPCamDistance;

    		CameraLocation = CamLookAt + (OffsetVector >> CameraRotation);

    		if( Trace( HitLocation, HitNormal, CameraLocation, CamLookAt, false, vect(10, 10, 10) ) != None )
    		{
    			CameraLocation = HitLocation;
    		}

    		bOwnerNoSee = false;

    		if(bDrawDriverInTP)
    			Driver.bOwnerNoSee = false;
    		else
    			Driver.bOwnerNoSee = true;
    	}
    	else ////// FIRST PERSON //////
    	{
    		ViewActor = self;

    		CameraLocation = Location + (FPCamPos >> Rotation);

    		if(bDrawMeshInFP)
    			bOwnerNoSee = false;
    		else
    			bOwnerNoSee = true;

    		Driver.bOwnerNoSee = true; // In first person, dont draw the driver
    	}

    	return true;
    }

    function DrawHUD(Canvas Canvas)
    {
    	local Color WhiteColor;
    	local float XL, YL;

    	Super.DrawHUD(Canvas);

    	WhiteColor = class'Canvas'.Static.MakeColor(255,255,255);
    	Canvas.DrawColor = WhiteColor;

    	Canvas.Style = ERenderStyle.STY_Normal;
    	Canvas.StrLen("TEST", XL, YL);

    	// Draw rev meter
    	//Canvas.SetPos(MPHMeterPosX * Canvas.ClipX, MPHMeterPosY * Canvas.ClipY);
    	//Canvas.DrawTileStretched(MPHMeterMaterial, (CopterMPH/MPHMeterScale) * Canvas.ClipX, MPHMeterSizeY * Canvas.ClipY);

    	//Canvas.SetPos( MPHMeterPosX * Canvas.ClipX, (MPHMeterSizeY + MPHMeterPosY) * Canvas.ClipY + YL );
     //   Canvas.Font = class'HUD'.Static.GetConsoleFont(Canvas);
    	//Canvas.DrawText(CopterMPH);
    	Canvas.SetPos(MPHMeterPosX * Canvas.ClipX, MPHMeterPosY * Canvas.ClipY);
    	Canvas.DrawTileStretched(MPHMeterMaterial, (RotorSpeed/MPHMeterScale) * Canvas.ClipX, MPHMeterSizeY * Canvas.ClipY);

    	Canvas.SetPos( MPHMeterPosX * Canvas.ClipX, (MPHMeterSizeY + MPHMeterPosY) * Canvas.ClipY + YL );
        Canvas.Font = class'HUD'.Static.GetConsoleFont(Canvas);
    	Canvas.DrawText(CopterMPH);
    }

    defaultproperties
    {
    	bSpecialHUD=true

    	bZeroPCRotOnEntry=false

    //	MPHMeterMaterial=Material'InterfaceContent.BorderBoxD'
    	MPHMeterPosX=0.01
    	MPHMeterPosY=0.9
    	MPHMeterScale=70.0
    	MPHMeterSizeY=0.05
    }

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Class file time: ne 5.9.2004 16:02:34.000 - Creation time: st 23.5.2018 00:10:47.002 - Created with UnCodeX