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Emitter.XParticleEmitter


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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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Class file time: zo 11-11-2012 21:10:30.000 - Creation time: zo 11-11-2012 21:14:23.100 - Created with UnCodeX