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# Gameplay.Pod

Extends
  JointControlledAircraft
Modifiers
  native

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

Constants Summary

Inherited Contants from Gameplay.JointControlledAircraft
JCA_LINEAR_VELOCITY_ACCURACY_FACTOR, JCA_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR

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

Variables Summary
int | currentMuzzleIndex
int | engineDustEffectIndex
vector | engineDustEffectLocation
VehicleEffectObserver | muzzleFlashObserver
array<name> | muzzleSockets
Pod
float | engineDustGroundOffset
float | engineDustTraceLength

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

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

Enumerations Summary

Inherited Enumerations from Gameplay.JointControlledAircraft
AccelerationEffectStateEnum

Inherited Enumerations from Gameplay.Vehicle
VehiclePositionType

Structures Summary

Inherited Structures from Gameplay.JointControlledAircraft
AircraftState

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

Functions Summary
| bool | aimAdjustViewRotation ()))
| bool | customFiredEffectProcessing ()))
|  | destroyed ()))
|  | doCustomFiredEffectProcessing ()))
|  | getAlternateAimAdjustStart (rotator cameraRotation, out vector newAimAdjustStart))
| vector | getControlJointAttachLocation ()))
| Actor | getEffectsBaseActor ()))
| vector | getFirstPersonEquippableLocation (Equippable subject))
| rotator | getFirstPersonEquippableRotation (Equippable subject))
| vector | getProjectileSpawnLocation ()))
| Material | getTeamSkin ()))
|  | initialiseEffects ()))
| bool | isEffectCauserActive (int effectCauserIndex))
|  | onShotFiredNotification ()))
|  | postNetBeginPlay ()))
|  | updateDynamicEffectStates ()))

Inherited Functions from Gameplay.JointControlledAircraft
applyOutput, calculateOutputControlForce, clientDriverLeave, clientOccupantEnter, Destroyed, getControlJointAttachLocation, getViewRotation, initialiseEffects, isEffectCauserActive, needToPushStateToClient, postNetBeginPlay, processInput, pushStateToClient, setCounterGravityForceScale, setFlightControlStrength, setFlightForce, setFlightRotation, setViewRotation, specialCalcViewProcessing, tick, updateCameraRotation, 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

Variables Detail

#### currentMuzzleIndex Source code

var int currentMuzzleIndex;

#### engineDustEffectIndex Source code

var int engineDustEffectIndex;

#### engineDustEffectLocation Source code

var vector engineDustEffectLocation;

#### muzzleFlashObserver Source code

var VehicleEffectObserver muzzleFlashObserver;

#### muzzleSockets Source code

var array<name> muzzleSockets;

### Pod

#### engineDustGroundOffset Source code

var(Pod) float engineDustGroundOffset;

#### engineDustTraceLength Source code

var(Pod) float engineDustTraceLength;

Functions Detail

#### aimAdjustViewRotation Source code

function bool aimAdjustViewRotation ( ) )

#### customFiredEffectProcessing Source code

simulated function bool customFiredEffectProcessing ( ) )

#### destroyed Source code

simulated function destroyed ( ) )

#### doCustomFiredEffectProcessing Source code

simulated function doCustomFiredEffectProcessing ( ) )

#### getAlternateAimAdjustStart Source code

simulated function getAlternateAimAdjustStart ( rotator cameraRotation, out vector newAimAdjustStart) )

#### getControlJointAttachLocation Source code

simulated function vector getControlJointAttachLocation ( ) )

#### getEffectsBaseActor Source code

simulated function Actor getEffectsBaseActor ( ) )

#### getFirstPersonEquippableLocation Source code

simulated function vector getFirstPersonEquippableLocation ( Equippable subject) )

#### getFirstPersonEquippableRotation Source code

simulated function rotator getFirstPersonEquippableRotation ( Equippable subject) )

#### getProjectileSpawnLocation Source code

function vector getProjectileSpawnLocation ( ) )

#### getTeamSkin Source code

simulated function Material getTeamSkin ( ) )

#### initialiseEffects Source code

simulated function initialiseEffects ( ) )

#### isEffectCauserActive Source code

simulated function bool isEffectCauserActive ( int effectCauserIndex) )

#### onShotFiredNotification Source code

function onShotFiredNotification ( ) )

#### postNetBeginPlay Source code

simulated event postNetBeginPlay ( ) )

#### updateDynamicEffectStates Source code

simulated function updateDynamicEffectStates ( ) )

Defaultproperties

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

    	Health=800

    	TPCameraDistance=800

    	strafeThrustForce = 500
    	strafeForce = 250
    	forwardThrustForce = 500
    	forwardForce = 250
    	upThrustForce = 500
    	reverseForce = 150
    	reverseThrustForce = 250
    	diveThrustForce = 500

    	bDrawDriverInTP = true

    	HavokDataClass=class'PodHavokData'

    	rootBone="Pod"

    	positions(0)=(type=VP_DRIVER,hideOccupant=false,occupantControllerState=TribesPlayerDriving,thirdPersonCamera=true,lookAtInheritPitch=true,occupantAnimation=Pod_Stand,occupantConnection=character)

    	driverWeaponClass=class'PodWeapon'

    	muzzleSockets(0)=muzzle1
    	muzzleSockets(1)=muzzle2
    	muzzleSockets(2)=muzzle3
    	muzzleSockets(3)=muzzle4

    	motorClass = class'PodMotor'

    	idleAnimation = idle
    	leftAnimation = strafeLeft
    	rightAnimation = strafeRight
    	forwardAnimation = throttleForward
    	backAnimation = throttleBack
    	upAnimation = thrust
    	downAnimation = dive

    	blendTime = 0.2

    	engineDustTraceLength = 750
    	engineDustGroundOffset = 100

    	angularBankScale = 0.3
    	linearBankScale = 0.05

    	waterDamagePerSecond = 0

    	navigationTurnRate = 10000
    	throttleScale = 0.002

    	thrustThresholdPitch = 12000

    	driveYawCoefficient = 25
    	drivePitchCoefficient = 25

    	navigationMaximumPitch = 12000

    	cornerSlowDownSpeedCoefficient = 10

    	localizedName = "fighter"
    }

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Creation time: st 23.5.2018 00:10:33.882 - Created with UnCodeX