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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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