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// Particle Emitter base // All these classes written by .:..: Class XParticleEmitter extends Actor Native Abstract; #EXEC TEXTURE IMPORT FILE="Textures\S_Emitter.bmp" NAME="S_Emitter" GROUP="Icons" MIPS=off FLAGS=2 TEXFLAGS=0 // Range structs struct IntRange { var() int Min,Max; }; struct ByteRange { var() byte Min,Max; }; struct FloatRange { var() float Min,Max; }; struct RangeVector { var() FloatRange X,Y,Z; }; struct ParticleSndType { var() Sound Sounds[8]; var() FloatRange SndPitch,SndRadius,SndVolume; var byte SndCount; }; enum EHitEventType { HIT_DoNothing, // Do nothing on impact HIT_Destroy, // Destroy particle on impact HIT_StopMovement, // Self explainotory HIT_Bounce, // Bounce off wall/water on impact HIT_Script // Call UScript event on impact }; // Natively updated variables, do not touch. var transient const int ActiveCount; var transient const editconst bool bHasInitilized,bKillNextTick,bHasSpecialParts,bWasPostDestroyed,bHasInitView; var transient const editconst array<XEmitter> PartCombiners; // List of combiner particle emitters (temporarily generated) var bool bUSNotifyParticles; // Call NotifyNewParticle whenever a particle has been spawned. var bool bNotifyNetReceive; // Call PostNetNotify when a new packet has been received. var bool bUSModifyParticles; // Call GetParticleProps when a new particle is about to be spawned. var(EmVisibility) bool bNotOnPortals; // Don't show up in mirrors or warp portals. simulated native(1770) final function SetParticlesProps( optional float Speed, optional float Scale ); simulated native(1771) final iterator function AllParticles( out actor Actor ); // Iterate through all alive particles, WARNING: these are NOT in level actors. function PreBeginPlay() { if ( Level.NetMode==NM_DedicatedServer && RemoteRole==ROLE_None ) Destroy(); // Destruct on dedicated server whenever its possible. } simulated function BeginPlay() { local Actor A; if ( (bNoDelete || bStatic) && RemoteRole==ROLE_None ) { Role = ROLE_Authority; // Important! if( Level.NetMode==NM_Client && AttachTag!='' ) // Client attach actor. foreach AllActors(Class'Actor',A,AttachTag) { SetBase(A); break; } } } Event PostNetNotify(); Event NotifyNewParticle( Actor Other ); // Warning; these are not actual in level actors! Event GetParticleProps( Actor Particle, out vector Pos, out vector Vel, out rotator Ro ); // Modify newly spawning particle position/velocity/rotation. // Adjust HitLocation to change particle location. simulated event ParticleWallHit( Actor Particle, vector HitNormal, out vector HitLocation ) { Particle.bHidden = true; // Destroys the particle } simulated event ParticleZoneHit( Actor Particle, ZoneInfo OtherZone ) { if( OtherZone.bWaterZone ) Particle.bHidden = true; // Destroys the particle } function LoadActor() // Force actor to exist. { Spawn(Class'EmitterGarbageCollector'); } defaultproperties { bNoDelete=True bHandleOwnCorona=True bStasis=True bForceStasis=True RemoteRole=ROLE_None Texture=Texture'Emitter.Icons.S_Emitter' bUnlit=True RenderIteratorClass=Class'Emitter.EmitterRendering' } |
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