# SFVehicle.SFVehiclePathMover

Spatial Fear
Name: SFVehiclePathMover
Description: Vehicle which moves between its pathnodes by means of its forward/backward control. ou can make a
pathnode a child component of another SFVehicle. Note that pathnodes need to have unique sequences
within their tag, or the results are pretty unpredictable. Also, there is currently a maximum of 25 nodes.
Author: Gert Jen Peltenburg

Extends:
Modifiers:
Source code

    SFVehicle.SFVehiclePathMover

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## Variables

%function_comment% |  |  | bool | bElasticPath
%function_comment% |  |  | bool | bLoopingPath
%function_comment% |  |  | bool | bPathOK
%function_comment% |  |  | PathControlMethod | ControlMethod
%function_comment% |  |  | SFVehiclePathNode | currentnode
%function_comment% |  |  | float | currentposition
%function_comment% |  |  | int | pathnodecount
%function_comment% |  |  | SFVehiclePathNode | pathnode[25]
%function_comment% |  |  | name | PathTag

## Enums

%function_comment% | PathControlMethod |  | VehicleSpeed, VehicleTurn, TurretUp, TurretTurn, JumpDuck, FireAltFire

## Functions

|  |  | CheckNewPosition ()
|  |  | DoPhysics (float DeltaTime)
|  |  | InterpretControls (bool bJustFired, bool bFire, bool bJustAltFired, bool bAltFire, float aVehicleSpeedControl, float aTurretTurn, float aVehicleTurn, float aVehicleUp, float aTurretUp, bool bJustJumped, bool bJustDucked)
|  |  | PostBeginPlay ()
|  |  | RotationPhysics (float DeltaTime)

## Default properties

    {
         PhysicalRotationRate=(Pitch=0,Yaw=0,Roll=0)
         bRepairable=False
         RepairTime=0.000000
         bFullTimePhysics=True
         bDamageTriggered=True
    }

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:43 PM
Created with UnCodeX