class KRepulsor extends Actor native; cpptext { #ifdef WITH_KARMA void Destroy(); #endif } var() bool bEnableRepulsion; var() bool bRepulseWater; // Repulsor should repulse against water volumes var bool bRepulsorInContact; // Repulsor is currently contacting something. var bool bRepulsorOnWater; //Repulsor is contacting water (bRepulseWater must be set) var() vector CheckDir; // In owner ref frame var() float CheckDist; var() float Softness; var() float PenScale; var() float PenOffset; // Used internally for Karma stuff - DO NOT CHANGE! var transient const pointer KContact; defaultproperties { bEnableRepulsion=true CheckDir=(X=0.0,Y=0.0,Z=-1.0) CheckDist=50 Softness=0.1 PenScale=1.0 PenOffset=0.0 bCollideActors=false bCollideWorld=false bBlockActors=false bBlockNonZeroExtentTraces=false bBlockZeroExtentTraces=false bProjTarget=false bHardAttach=true RemoteRole=ROLE_None bNoDelete=false }