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Emitter.XParticleForces


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// Particle forces actor.
// Note: in order to this to work on an Emitter you NEED to add this actor to Emitter's Forces list!
Class XParticleForces extends Actor
	Abstract
	Native;

struct Box
{
	var() vector Min,Max;
	var byte IsValid;
};
struct FloatRange
{
	var() float Min,Max;
};

var() float EffectingRadius;
var() Box EffectingBox;
var() FloatRange EffectPartLifeTime; // Only effect particles within this lifetime range.
var transient name OldTagName; // Editor use only.

// Bitmask
var() bool bEnabled; // Force is enabled?
var() bool bUseBoxForcePosition; // Use box force position instead of radius.

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;
			}
	}
}
simulated function Trigger( Actor Other, Pawn EventInstigator )
{
	bEnabled = !bEnabled;
}

defaultproperties
{
				EffectingRadius=300.000000
				EffectingBox=(Min=(X=-200.000000,Y=-200.000000,Z=-200.000000),Max=(X=200.000000,Y=200.000000,Z=200.000000))
				EffectPartLifeTime=(Max=1.000000)
				bEnabled=True
				bHidden=True
				bNoDelete=True
				bStasis=True
				bForceStasis=True
				RemoteRole=ROLE_None
}

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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