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Emitter.XBeamEmitter


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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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Class file time: zo 11-11-2012 21:10:30.000 - Creation time: zo 11-11-2012 21:14:23.084 - Created with UnCodeX