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# Gameplay.Tank

Extends
  TreadVehicle
Modifiers
  placeable native

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.Vehicle
                |
                +-- Gameplay.Car
                   |
                   +-- Gameplay.TreadVehicle
                      |
                      +-- Gameplay.Tank

Constants Summary
DRIVER_INDEX | = | 0
GUNNER_INDEX | = | 1

Inherited Contants from Gameplay.TreadVehicle
TV_ANGULAR_VELOCITY_ACCURACY_FACTOR, TV_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR, TV_LINEAR_VELOCITY_ACCURACY_FACTOR, TV_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR

Variables Summary
bool | bCanHitTarget
float | boostAvailableTime
int | boostChannel
float | boostCloseTime
bool | boostEventSignal
bool | boostInProgress
float | boostOpenAnimationLength
float | boostSecondStageTime
rotator | cannonDisplayVehicleSpaceRotation
vector | cannonOffset
rotator | cannonTargetRotation
rotator | cannonVehicleSpaceRotation
rotator | cannonWorldSpaceNoRollRotation
bool | closeAnimationPlayed
rotator | currentViewRotation
name | gripAnimation
int | gripAnimationChannel
bool | gripping
int | landingChannel
float | lastTreadContactTime
bool | localBoostEventSignal
bool | openAnimationPlayed
int | throttleForwardAndGroundContactIndex
VehicleMountedTurret | turret
name | turretBone
class<VehicleMountedTurret> | turretClass
vector | turretOffset
Tank
float | boostAngle
float | boostEffectDuration
float | boostStrength
float | boostUpDuration
float | boostUpStrength
float | cannonAITurnRate
float | cannonClientTurnRate
float | cannonMaximumPitch
float | cannonMinimumPitch
float | gripAnimationBlendTime
float | gunnerAITurnRate
vector | gunnerCameraOffset
float | gunnerClientTurnRate
float | gunnerMaximumPitch
float | gunnerMinimumPitch
class<Weapon> | gunnerWeaponClass
vector | gunnerWeaponOffset
float | landingEffectAirTime
float | timeBetweenBoosts

Inherited Variables from Gameplay.TreadVehicle
animationRateToTexturePanRate, centreOfMassHeightOffset, forceApplicationHeightOffset, leftForwardTreadAnimation, leftReverseTreadAnimation, leftTreadChannel, leftTreadContact, leftTreadMaterialIndex, leftTreadShader, leftTreadSpinSpeed, leftTreadTexPanner, lowFriction, maximumTreadVelocityDelta, oldReplicationTreadVehicleState, replicationTreadVehicleState, rightForwardTreadAnimation, rightReverseTreadAnimation, rightTreadChannel, rightTreadContact, rightTreadMaterialIndex, rightTreadShader, rightTreadSpinSpeed, rightTreadTexPanner, softThrottleSteering, softThrottleSteeringScale, softThrottleSteeringStayOnPeriod, spinSpeedToAnimationRate, steerToVelocityFactor, switchOffSoftThrottleSteeringTime, throttleSteerToVelocityScaleFactor, throttleToVelocityFactor, treadGainFactor, treadGainFactorStopping, treadLength, treadPositionOffset, treadRadius, treadVehicleGravityScale, treadVehiclePadding[1]

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.TreadVehicle
TreadVehicleReplicationState

Functions Summary
|  | applyOutput ()))
|  | destroyed ()))
| rotator | getAimAdjustedViewRotation (PlayerController pc, Vector fireLocation, int positionIndex))
| vector | getProjectileSpawnLocation ()))
| Material | getTeamSkin ()))
|  | getThirdPersonEquippableAttachment (Equippable subject, out Rook attachTo, out name boneName))
| rotator | getViewRotation ()))
|  | initialiseEffects ()))
| bool | isEffectCauserActive (int effectCauserIndex))
|  | playerMoveProcessing (float deltaTime))
|  | PostNetBeginPlay ()))
|  | PostNetReceive ()))
|  | setGripping (bool grippingEnabled)
|  | setViewRotation (Rotator r))
| bool | ShouldProjectileHit (Actor projInstigator))
|  | tick (float deltaSeconds))
| Vector | unifiedGetNaturalCOMPosition ()))

Inherited Functions from Gameplay.TreadVehicle
needToPushStateToClient, PostNetBeginPlay, processInput, pushStateToClient, tick, vehicleStateReceived

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

Constants Detail

#### DRIVER_INDEX Source code

const DRIVER_INDEX = 0;

#### GUNNER_INDEX Source code

const GUNNER_INDEX = 1;

Variables Detail

#### bCanHitTarget Source code

var bool bCanHitTarget;

#### boostAvailableTime Source code

var float boostAvailableTime;

#### boostChannel Source code

var int boostChannel;

#### boostCloseTime Source code

var float boostCloseTime;

#### boostEventSignal Source code

var bool boostEventSignal;

#### boostInProgress Source code

var bool boostInProgress;

#### boostOpenAnimationLength Source code

var float boostOpenAnimationLength;

#### boostSecondStageTime Source code

var float boostSecondStageTime;

#### cannonDisplayVehicleSpaceRotation Source code

var rotator cannonDisplayVehicleSpaceRotation;

#### cannonOffset Source code

var vector cannonOffset;

#### cannonTargetRotation Source code

var rotator cannonTargetRotation;

#### cannonVehicleSpaceRotation Source code

var rotator cannonVehicleSpaceRotation;

#### cannonWorldSpaceNoRollRotation Source code

var rotator cannonWorldSpaceNoRollRotation;

#### closeAnimationPlayed Source code

var bool closeAnimationPlayed;

#### currentViewRotation Source code

var rotator currentViewRotation;

#### gripAnimation Source code

var name gripAnimation;

#### gripAnimationChannel Source code

var int gripAnimationChannel;

#### gripping Source code

var const bool gripping;

#### landingChannel Source code

var int landingChannel;

#### lastTreadContactTime Source code

var float lastTreadContactTime;

#### localBoostEventSignal Source code

var bool localBoostEventSignal;

#### openAnimationPlayed Source code

var bool openAnimationPlayed;

#### throttleForwardAndGroundContactIndex Source code

var int throttleForwardAndGroundContactIndex;

#### turret Source code

var VehicleMountedTurret turret;

#### turretBone Source code

var name turretBone;

#### turretClass Source code

var class<VehicleMountedTurret> turretClass;

#### turretOffset Source code

var vector turretOffset;

### Tank

#### boostAngle Source code

var(Tank) float boostAngle;

#### boostEffectDuration Source code

var(Tank) float boostEffectDuration;

#### boostStrength Source code

var(Tank) float boostStrength;

#### boostUpDuration Source code

var(Tank) float boostUpDuration;

#### boostUpStrength Source code

var(Tank) float boostUpStrength;

#### cannonAITurnRate Source code

var(Tank) float cannonAITurnRate;

#### cannonClientTurnRate Source code

var(Tank) float cannonClientTurnRate;

#### cannonMaximumPitch Source code

var(Tank) float cannonMaximumPitch;

#### cannonMinimumPitch Source code

var(Tank) float cannonMinimumPitch;

#### gripAnimationBlendTime Source code

var(Tank) float gripAnimationBlendTime;

#### gunnerAITurnRate Source code

var(Tank) float gunnerAITurnRate;

#### gunnerCameraOffset Source code

var(Tank) vector gunnerCameraOffset;

#### gunnerClientTurnRate Source code

var(Tank) float gunnerClientTurnRate;

#### gunnerMaximumPitch Source code

var(Tank) float gunnerMaximumPitch;

#### gunnerMinimumPitch Source code

var(Tank) float gunnerMinimumPitch;

#### gunnerWeaponClass Source code

var(Tank) class<Weapon> gunnerWeaponClass;

#### gunnerWeaponOffset Source code

var(Tank) vector gunnerWeaponOffset;

#### landingEffectAirTime Source code

var(Tank) float landingEffectAirTime;

#### timeBetweenBoosts Source code

var(Tank) float timeBetweenBoosts;

Functions Detail

#### applyOutput Source code

simulated function applyOutput ( ) )

#### destroyed Source code

simulated event destroyed ( ) )

#### getAimAdjustedViewRotation Source code

simulated function rotator getAimAdjustedViewRotation ( PlayerController pc, Vector fireLocation, int positionIndex) )

#### getProjectileSpawnLocation Source code

function vector getProjectileSpawnLocation ( ) )

#### getTeamSkin Source code

simulated function Material getTeamSkin ( ) )

#### getThirdPersonEquippableAttachment Source code

simulated function getThirdPersonEquippableAttachment ( Equippable subject, out Rook attachTo, out name boneName) )

#### getViewRotation Source code

simulated function rotator getViewRotation ( ) )

#### initialiseEffects Source code

simulated function initialiseEffects ( ) )

#### isEffectCauserActive Source code

simulated function bool isEffectCauserActive ( int effectCauserIndex) )

#### playerMoveProcessing Source code

simulated function playerMoveProcessing ( float deltaTime) )

#### PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( ) )

#### PostNetReceive Source code

simulated function PostNetReceive ( ) )

#### setGripping Source code

simulated native function setGripping ( bool grippingEnabled )

#### setViewRotation Source code

function setViewRotation ( Rotator r) )

#### ShouldProjectileHit Source code

simulated event bool ShouldProjectileHit ( Actor projInstigator) )

#### tick Source code

simulated function tick ( float deltaSeconds) )

#### unifiedGetNaturalCOMPosition Source code

simulated event Vector unifiedGetNaturalCOMPosition ( ) )

Defaultproperties

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

    	HavokDataClass = class'TankHavokData'

    	positions(0)=(type=VP_DRIVER,hideOccupant=true,occupantControllerState=TribesPlayerDriving,thirdPersonCamera=true,lookAtInheritPitch=false)
    	positions(1)=(type=VP_GUNNER,hideOccupant=true,occupantControllerState=PlayerVehicleTurreting,thirdPersonCamera=false)

    	driverWeaponClass=class'TankWeapon'

    	timeBetweenBoosts = 2

    	stayUprightEnabled = true
    	stayUprightDamping = 0.9
    	stayUprightStrength = 30

    	boostAngle = 0.785
    	boostStrength = 5000000
    	boostUpStrength = 9000000
    	boostUpDuration = 1

    	cannonMaximumPitch = 10000
    	cannonMinimumPitch = -3000

    	turretBone = gunner

    	gunnerMaximumPitch = 10000
    	gunnerMinimumPitch = -3000
    	gunnerClientTurnRate = 30000

    	turretClass = class'TankMountedTurret'

    	gunnerWeaponClass = class'TankGunnerWeapon'

    	bCollisionDamageEnabled = false

    	gripping = false

    	gunnerAITurnRate = 12000

    	motorClass = class'TankMotor'

    	gunnerCameraOffset = (X=0,Y=0,Z=50)
    	gunnerWeaponOffset = (X=0,Y=0,Z=25)

    	maximumYawChange = 450

    	cannonAITurnRate = 12000
    	cannonClientTurnRate = 24000

    	stopForEnemies = false

    	driveYawCoefficient = 0.1

    	cornerSlowDownSpeedCoefficient = 1000000

    	boostChannel = 2

    	boostEffectDuration = 0.5

    	closeAnimationPlayed = true

    	gripAnimationChannel = 4
    	gripAnimation = ski
    	gripAnimationBlendTime = 0.5

    	driveThrottleCoefficient = 0.13

    	minimumNavigationThrottle = 0.5

    	localizedName = "jump tank"

    	landingChannel = 0
    	landingEffectAirTime = 1

    	retriggerEffectEvents = true

    	bVehicleCameraTrace = true

    	inverseCosUprightAngle = 0.85
    }

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Creation time: st 23.5.2018 00:10:35.206 - Created with UnCodeX