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- //WarGameInfo.uc
- class WarGameInfo extends UTDeathmatch;
- defaultproperties
- {
- PlayerControllerClass=class'WarGamePlayerController'
- DefaultPawnClass=class'WarGamePawn'
- Name="Default__MyGameInfo"
- }
- //WarGamePlayerController.uc
- class WarGamePlayerController extends UTPlayerController;
- event Possess(Pawn inPawn, bool bVehicleTransition)
- {
- Super.Possess(inPawn, bVehicleTransition);
- SetBehindView(true);
- }
- defaultproperties
- {
- Name="Default__WarGamePlayerController"
- }
- //WarGamePawn.uc
- class WarGamePawn extends UTPawn;
- simulated function bool CalcCamera(float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV)
- {
- local vector start, end, hl, hn;
- local actor a;
- start = Location;
- if (Controller != none)
- {
- end = Location - Vector(Controller.Rotation) * 192.f;
- }
- else
- {
- end = Location - Vector(Rotation) * 192.f;
- }
- a = Trace(hl, hn, end, start, false);
- if (a != none)
- {
- out_CamLoc = hl;
- }
- else
- {
- out_CamLoc = end;
- }
- out_CamRot = Rotator(Location - out_CamLoc);
- return true;
- }
- defaultproperties
- {
- Begin Object Name=WPawnSkeletalMeshComponent
- bOwnerNoSee=false
- End Object
- Name="Default__WarGamePawn"
- }
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