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Emitter.XWeatherEmitter


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// Weather particle emitter
Class XWeatherEmitter extends XParticleEmitter
	Native
	Abstract;

#EXEC TEXTURE IMPORT FILE="Textures\S_WeatherE.bmp" NAME="S_WeatherEmitter" GROUP="Icons" MIPS=off FLAGS=2 TEXFLAGS=0

#exec mesh import mesh=EmitSheetM anivfile=Models\EmitSheetM_a.3d datafile=Models\EmitSheetM_d.3d x=0 y=0 z=0 mlod=0
#exec mesh origin mesh=EmitSheetM x=0 y=0 z=0
#exec mesh sequence mesh=EmitSheetM seq=All startframe=0 numframes=1

#exec meshmap new meshmap=EmitSheetM mesh=EmitSheetM
#exec meshmap scale meshmap=EmitSheetM x=0.12500 y=0.12500 z=0.25000

enum EWeatherAreaType
{
	EWA_Box, // Use Location+AppearArea for rain appearance area.
	EWA_Zone // Use current zone as the appearance area.
};
enum EFallingType
{
	EWF_Rain, // Rain it down (uses flat mesh sheet)
	EWF_Snow, // Snow it down
	EWF_Dust, // Make it slowly move around
	EWF_Neighter // Nothing particular, just fall it down.
};

// Natively updated variables, do not touch.
var transient float NextParticleTime,SpawnInterval;
var transient byte ParticleTexCount;
var transient vector LastCamPosition,VecArea[2];
var transient Coords CachedCoords,TransfrmCoords;
var array<XRainRestrictionVolume> NoRainBounds;
var const Mesh SheetModel;
var array<XEmitter> WallHitEmitters,WaterHitEmitters;

var() EHitEventType WallHitEvent; // Action on particle wall hit
var() name WallHitEmitter;
var() float WallHitMinZ; // Minimum floor Z value for the wallhit emitter FX to be spawned.
var() EHitEventType WaterHitEvent; // Action on entering water
var() name WaterHitEmitter;
var() texture PartTextures[8];
var() RangeVector Position,AppearArea;
var() RangeVector ParticlesColor;
var() FloatRange Lifetime,Speed,Size;
var() EWeatherAreaType AppearAreaType;
var() EFallingType WeatherType;
var() int ParticleCount;
var() ERenderStyle PartStyle;
var() FloatRange FadeOutDistance;

// Bitmask:
var transient bool bUseAreaSpawns,bParticleColorEnabled;

var bool bIsEnabled; // Should be making those particles?

defaultproperties
{
				SheetModel=Mesh'Emitter.EmitSheetM'
				WallHitMinZ=0.900000
				PartTextures(0)=Texture'Engine.S_Pawn'
				Position=(X=(Min=-50.000000,Max=200.000000),Y=(Min=-200.000000,Max=200.000000),Z=(Min=-50.000000,Max=400.000000))
				Lifetime=(Min=0.400000,Max=0.700000)
				speed=(Min=300.000000,Max=500.000000)
				Size=(Min=0.150000,Max=0.200000)
				AppearAreaType=EWA_Zone
				ParticleCount=250
				PartStyle=STY_Translucent
				FadeOutDistance=(Min=50.000000,Max=250.000000)
				bIsEnabled=True
				bDirectional=True
				Texture=Texture'Emitter.Icons.S_WeatherEmitter'
				ScaleGlow=0.800000
}

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Class file time: zo 11-11-2012 21:10:30.000 - Creation time: zo 11-11-2012 21:14:23.115 - Created with UnCodeX