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Feb 28th, 2020
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  1. public static float sightUpdateRate = 0.5f;
  2. public float treadGrainFreqMin = 0.025f;
  3. public float treadGrainFreqMax = 0.5f;
  4. public float chasisLurchAngleDelta = 2f;
  5. public float chasisLurchSpeedDelta = 2f;
  6. public float turretLoopGainSpeed = 3f;
  7. public float turretLoopPitchSpeed = 3f;
  8. public float turretLoopMaxAngleDelta = 10f;
  9. public float turretLoopPitchMin = 0.5f;
  10. public float turretLoopPitchMax = 1f;
  11. public float turretLoopGainThreshold = 0.0001f;
  12. public float enginePitch = 0.9f;
  13. public float rpmMultiplier = 0.6f;
  14. [Header("Movement Config")]
  15. public float moveForceMax = 2000f;
  16. public float brakeForce = 100f;
  17. public float turnForce = 2000f;
  18. public float sideStiffnessMax = 1f;
  19. public float sideStiffnessMin = 0.5f;
  20. public float stoppingDist = 5f;
  21. [Header("Control")]
  22. public float throttle = 1f;
  23. public Vector3 turretAimVector = Vector3.forward;
  24. private Vector3 desiredAimVector = Vector3.forward;
  25. public Vector3 topTurretAimVector = Vector3.forward;
  26. private Vector3 desiredTopTurretAimVector = Vector3.forward;
  27. public bool DoAI = true;
  28. private float nextFireTime = 10f;
  29. public float recoilScale = 200f;
  30. [Header("Targeting")]
  31. public float viewDistance = 100f;
  32. public float searchRange = 100f;
  33. public float searchFrequency = 2f;
  34. public float memoryDuration = 20f;
  35. public List<BradleyAPC.TargetInfo> targetList = new List<BradleyAPC.TargetInfo>();
  36. [Header("Coax")]
  37. public float coaxFireRate = 0.06667f;
  38. public int coaxBurstLength = 10;
  39. public float coaxAimCone = 3f;
  40. public float bulletDamage = 15f;
  41. [Header("TopTurret")]
  42. public float topTurretFireRate = 0.25f;
  43. private float nextTopTurretTime = 0.3f;
  44. [Header("Sound")]
  45. public EngineAudioClip engineAudioClip;
  46. public SlicedGranularAudioClip treadAudioClip;
  47. public AnimationCurve treadFreqCurve;
  48. public SoundDefinition chasisLurchSoundDef;
  49. private float lastAngle;
  50. private float lastSpeed;
  51. public SoundDefinition turretTurnLoopDef;
  52. public float turretLoopMinAngleDelta;
  53. private Sound turretTurnLoop;
  54. private SoundModulation.Modulator turretTurnLoopGain;
  55. private SoundModulation.Modulator turretTurnLoopPitch;
  56. private TreadAnimator treadAnimator;
  57. [Header("Wheels")]
  58. public WheelCollider[] leftWheels;
  59. public WheelCollider[] rightWheels;
  60. public Transform centerOfMass;
  61. public float turning;
  62. public float rightThrottle;
  63. public float leftThrottle;
  64. public bool brake;
  65. [Header("Other")]
  66. public Rigidbody myRigidBody;
  67. public Collider myCollider;
  68. public Vector3 destination;
  69. private Vector3 finalDestination;
  70. public Transform followTest;
  71. public TriggerHurtEx impactDamager;
  72. [Header("Weapons")]
  73. public Transform mainTurretEyePos;
  74. public Transform mainTurret;
  75. public Transform CannonPitch;
  76. public Transform CannonMuzzle;
  77. public Transform coaxPitch;
  78. public Transform coaxMuzzle;
  79. public Transform topTurretEyePos;
  80. public Transform topTurretYaw;
  81. public Transform topTurretPitch;
  82. public Transform topTurretMuzzle;
  83. [Header("Effects")]
  84. public GameObjectRef explosionEffect;
  85. public GameObjectRef servergibs;
  86. public GameObjectRef fireBall;
  87. public GameObjectRef crateToDrop;
  88. public GameObjectRef debrisFieldMarker;
  89. [Header("Loot")]
  90. public int maxCratesToSpawn;
  91. public int patrolPathIndex;
  92. public BasePath patrolPath;
  93. public GameObjectRef mainCannonMuzzleFlash;
  94. public GameObjectRef mainCannonProjectile;
  95. private int numBursted;
  96. public NavMeshPath navMeshPath;
  97. public int navMeshPathIndex;
  98. private float nextPatrolTime;
  99. private float nextEngagementPathTime;
  100. private float currentSpeedZoneLimit;
  101. [Header("Pathing")]
  102. public List<Vector3> currentPath;
  103. public int currentPathIndex;
  104. public bool pathLooping;
  105. private BaseCombatEntity mainGunTarget;
  106. private float nextCoaxTime;
  107. private int numCoaxBursted;
  108. public GameObjectRef gun_fire_effect;
  109. public GameObjectRef bulletEffect;
  110. private float lastLateUpdate;
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