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// Beam particle emitter Class XBeamEmitter extends XEmitter Native Abstract; var(EmBeam) enum EBeamTargetType { BEAM_Velocity, // Use particle velocity as target offset BEAM_BeamActor, // Use Beam Target Actor + Offset as target BEAM_Offset, // Use offset as target BEAM_OffsetAsAbsolute // Use offset in world location as target } BeamTargetType; struct FBeamTargetPoint { var() Actor TargetActor; var() vector Offset; }; var(EmBeam) array<FBeamTargetPoint> BeamTarget; // List of beam targets (will be chosen in random) var(EmBeam) array<ScaleRangeType> NoiseTimeScale; // Noise time scaling var(EmBeam) float NoiseSwapTime; // While 'bDynamicNoise' and 'bDoBeamNoise', how often will the beams swap noise pose (in seconds) var(EmBeam) byte Segments; // Number of segments on the Beam model var(EmBeam) float TextureUV[4]; // UV mapping of the texture var(EmBeam) RangeVector NoiseRange; // While 'bDoBeamNoise', noise range between the segments var(EmBeam) float TurnRate; // While 'bDirectional' how fast will the beam turn towards its target var(EmBeam) array<float> BeamPointScaling; // Beam scaling list (starting from start point) var(EmBeam) Texture StartTexture,EndTexture; // Final and First segment texture (optional) // Internal data var transient private Mesh RenderDataModel; var transient const array<float> SegmentScales; // Bitmask var(EmBeam) bool bDynamicNoise,bDoBeamNoise; defaultproperties { NoiseSwapTime=1.000000 TextureUV(0)=1.000000 TextureUV(1)=1.000000 TurnRate=1.000000 bDirectional=True } |
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