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/** * Pole Actor used by AdvKitPawn to climb on * * 2013 by FreetimeCoder * www.freetimestudio.net */ class AdvKitPole extends Actor placeable ClassGroup(AdvKit); /**collision cylinder, also used for offset calculation*/ var () CylinderComponent cylinderComponent; /**mesh to show*/ var () StaticMeshComponent mesh; /**Returns the collision radius of our cylinder * collision component. * * @return the collision radius of our pawn */ final simulated function float GetCollisionRadius() { return cylinderComponent.CollisionRadius; } /**Returns the collision height of our cylinder * collision component. * * @return collision height of our pawn */ final simulated function float GetCollisionHeight() { return cylinderComponent.CollisionHeight; } /**@return a vector representing the box around this pawn's cylinder collision component, for use with traces */ final simulated final function vector GetCollisionExtent() { local vector Extent; Extent = GetCollisionRadius() * vect(1,1,0); Extent.Z = GetCollisionHeight(); return Extent; } /**Get the maximum height (top) of the pole, in case the cylinder component has an offset * * @return the maximum height */ final function float GetMaxHeight() { return Location.Z + cylinderComponent.CollisionHeight + cylinderComponent.Translation.Z; } /**Get the minimum height (bottom) of the pole, in case the cylinder component has an offset * * @return the minimum height */ final function float GetMinHeight() { return Location.Z - cylinderComponent.CollisionHeight + cylinderComponent.Translation.Z; } DefaultProperties { begin object class=DynamicLightEnvironmentComponent name=LightEnv end object Components.Add(LightEnv); begin object class=StaticMeshComponent name=MeshComp0 StaticMesh = StaticMesh'AdvKit_Assets.PoleClimbing.SM_Pole' LightEnvironment=LightEnv end object Components.Add(MeshComp0) mesh = MeshComp0 Begin Object Class=CylinderComponent Name=CollisionCylinder CollisionRadius=10 CollisionHeight=128 BlockNonZeroExtent=true BlockZeroExtent=true BlockActors=true CollideActors=true HiddenEditor = false End Object CollisionComponent=CollisionCylinder cylinderComponent=CollisionCylinder Components.Add(CollisionCylinder) bCollideActors = true bBlockActors = true bEdShouldSnap = true RemoteRole=ROLE_SimulatedProxy } |
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