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GameFramework.GameSkelCtrl_Recoil


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/**
 * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
 *
 * Weapon recoil bone controller.
 * Add a small recoil to a bone (similar to camera shakes).
 */
class GameSkelCtrl_Recoil extends SkelControlBase
    native(Anim);

/** Recoil Start-up */
enum ERecoilStart
{
    ERS_Zero,       // Start with random offset (default)
    ERS_Random,     // Start with zero offset
};

/** Recoil params */
struct native RecoilParams
{
    var() ERecoilStart  X, Y, Z;

    var transient const byte Padding;
};

/** Recoil definition */
struct native RecoilDef
{
    /** Time in seconds to go until current recoil finished */
    var     transient   float           TimeToGo;
    /** Duration in seconds of current recoil shake */
    var()               float           TimeDuration;

    /** Rotation amplitude */
    var()               vector          RotAmplitude;
    /** Rotation frequency */
    var()               vector          RotFrequency;
    /** Rotation Sine offset */
    var                 vector          RotSinOffset;
    /** Rotation parameters */
    var()               RecoilParams    RotParams;
    /** Internal, Rotation offset for this frame. */
    var     transient   Rotator         RotOffset;

    /** Loc offset amplitude */
    var()               vector          LocAmplitude;
    /** Loc offset frequency */
    var()               vector          LocFrequency;
    /** Loc offset Sine offset */
    var                 vector          LocSinOffset;
    /** Loc parameters */
    var()               RecoilParams    LocParams;
    /** Internal, Location offset for this frame. */
    var     transient   Vector          LocOffset;

    structdefaultproperties
    {
        TimeDuration=0.33f
    }
};

/** If TRUE, Aim is ignored, and recoil is just applied in the local bone space. */
var()   bool                bBoneSpaceRecoil;

/** Recoil Information */
var()   RecoilDef           Recoil;

var()   Vector2D            Aim;

/** variable to play recoil */
var()   transient   bool    bPlayRecoil;
var     transient   bool    bOldPlayRecoil;

/** Internal, evaluates recoil is doing an effect and needs to be applied */
var     transient   bool    bApplyControl;

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defaultproperties
{
   Recoil=(TimeDuration=0.330000)
   Name="Default__GameSkelCtrl_Recoil"
   ObjectArchetype=SkelControlBase'Engine.Default__SkelControlBase'
}

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Class file time: Thu 22/11/2007 16:03:36.000 - Creation time: Mon 26/11/2007 17:41:49.296 - Created with UnCodeX