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// A trail emitter which leaves a trail behind as it moves. Class XTrailEmitter extends XEmitter Abstract Native; var const transient XTrailParticle ParticleData; var(EmTrail) enum ETrailType { TRAIL_Sheet, // Single sheet trailer TRAIL_DoubleSheet // Cross shaped trailer } TrailType; var(EmTrail) float TrailTreshold,MaxTrailLength,TextureUV[4]; struct TrailOffsetPart { var vector Location,Velocity,Color,Accel; var float LifeSpan[3],Scale,X; }; var transient array<TrailOffsetPart> Trail; var transient vector OldTrailSpot; var transient float TexOffset; var(EmTrail) bool bSmoothEntryPoint,bDynamicParticleCount,bTexContinous; var transient bool bSettingTrail; defaultproperties { TrailType=TRAIL_DoubleSheet TrailTreshold=5.000000 MaxTrailLength=40.000000 TextureUV(0)=1.000000 TextureUV(1)=1.000000 bSmoothEntryPoint=True bDynamicParticleCount=True ParticleColor=(X=(Min=1.000000,Max=1.000000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000)) RenderIteratorClass=Class'Emitter.TrailEmitterRender' } |
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