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//============================================================================= // ZoneInfo, the built-in Unreal class for defining properties // of zones. If you place one ZoneInfo actor in a // zone you have partioned, the ZoneInfo defines the // properties of the zone. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class ZoneInfo expands Info localized intrinsic; #exec Texture Import File=Textures\ZoneInfo.pcx Name=S_ZoneInfo Mips=Off Flags=2 //----------------------------------------------------------------------------- // Zone properties. var() name ZoneTag; var() vector ZoneGravity; var() vector ZoneVelocity; var() float ZoneGroundFriction; var() float ZoneFluidFriction; var() float ZoneTerminalVelocity; var() name ZonePlayerEvent; var int ZonePlayerCount; var int NumCarcasses; var() int DamagePerSec; var() name DamageType; var() localized string[64] DamageString; var() int MaxCarcasses; var() sound EntrySound; //only if waterzone var() sound ExitSound; // only if waterzone var() class<actor> EntryActor; // e.g. a splash (only if water zone) var() class<actor> ExitActor; // e.g. a splash (only if water zone) var skyzoneinfo SkyZone; // Optional sky zone containing this zone's sky. //----------------------------------------------------------------------------- // Zone flags. var() const bool bWaterZone; // Zone is water-filled. var() const bool bFogZone; // Zone is fog-filled. var() const bool bKillZone; // Zone instantly kills those who enter. var() const bool bNeutralZone; // Players can't take damage in this zone. var() bool bGravityZone; // Use ZoneGravity. var() bool bPainZone; // Zone causes pain. var() bool bDestructive; // Destroys carcasses. //----------------------------------------------------------------------------- // Zone light. var(ZoneLight) byte AmbientBrightness, AmbientHue, AmbientSaturation; var(ZoneLight) color FogColor; var(ZoneLight) float FogDistance; var(ZoneLight) const texture EnvironmentMap; var(ZoneLight) float TexUPanSpeed, TexVPanSpeed; var(ZoneLight) vector ViewFlash, ViewFog; //----------------------------------------------------------------------------- // Reverb. // Settings. var(Reverb) bool bReverbZone; var(Reverb) bool bRaytraceReverb; var(Reverb) float SpeedOfSound; var(Reverb) byte MasterGain; var(Reverb) int CutoffHz; var(Reverb) byte Delay[6]; var(Reverb) byte Gain[6]; //============================================================================= // Network replication. replication { reliable if( Role==ROLE_Authority ) ZoneGravity, ZoneVelocity, ZoneTerminalVelocity, ZoneGroundFriction, ZoneFluidFriction, AmbientBrightness, AmbientHue, AmbientSaturation, TexUPanSpeed, TexVPanSpeed, ViewFlash, ViewFog, bReverbZone, FogColor; } //============================================================================= // Iterator functions. // Iterate through all actors in this zone. intrinsic(308) final iterator function ZoneActors( class<actor> BaseClass, out actor Actor ); //============================================================================= // Engine notification functions. simulated function PreBeginPlay() { local skyzoneinfo TempSkyZone; Super.PreBeginPlay(); // Enter and exit sounds. if( bWaterZone && Level.Game!=None ) { if( EntryActor == None ) EntryActor = Level.Game.DefaultWaterEntryActor; if( ExitActor == None ) ExitActor = Level.Game.DefaultWaterExitActor; if( EntrySound == None ) EntrySound = Level.Game.DefaultWaterEntrySound; if( ExitSound == None ) ExitSound = Level.Game.DefaultWaterExitSound; } // SkyZone. foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' ) SkyZone = TempSkyZone; foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' ) if( TempSkyZone.bHighDetail == Level.bHighDetailMode ) SkyZone = TempSkyZone; } function Trigger( actor Other, pawn EventInstigator ) { if (DamagePerSec != 0) bPainZone = true; } // When an actor enters this zone. event ActorEntered( actor Other ) { local actor A; if( Pawn(Other)!=None && Pawn(Other).bIsPlayer ) if( ++ZonePlayerCount==1 && ZonePlayerEvent!='' ) foreach AllActors( class 'Actor', A, ZonePlayerEvent ) A.Trigger( Self, Pawn(Other) ); } // When an actor leaves this zone. event ActorLeaving( actor Other ) { local actor A; if( Pawn(Other)!=None && Pawn(Other).bIsPlayer ) if( --ZonePlayerCount==0 && ZonePlayerEvent!='' ) foreach AllActors( class 'Actor', A, ZonePlayerEvent ) A.UnTrigger( Self, Pawn(Other) ); } |
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