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//============================================================================= // Projector // Written by Marco (for more complex decals and mesh decal support). //============================================================================= Class Projector extends Actor Native; var const transient plane FrustrumPlanes[6]; var const transient array<Actor> DecalActors; var const transient array<int> DecalNodes; var const transient BoundingBox Box; var const transient vector VisBox[8]; var transient pointer TexData; var() Texture ProjectTexture; var() byte FOV; // Valid FOV range: 0-180 - FIXME!!! var() float MaxDistance,ProjectorScale; var() ERenderStyle ProjectStyle; // Flags var() bool bProjectActors; // Should project on mesh actors. var() bool bProjectBSPBackfaces; var() bool bProjectMeshBackfaces; var() bool bProjectBSP; // Should project on world BSP var() bool bGradualFade; // When Translucent, make it fade out on distance. var() bool bUseBetterActorAttach; // Use a higher precision for mesh actor to attach on detection (but slower). var const bool bHasAttached; var transient const bool bProjecting; native(350) final function AttachPrjDecal(); native(351) final function DeattachPrjDecal(); native(352) final function AttachActor( Actor Other ); native(353) final function DeattachActor( Actor Other ); native(354) final function DeattachAllActors(); simulated function PostBeginPlay() { if( Level.NetMode==NM_DedicatedServer ) { if( !Destroy() ) SetCollision(false); } else AttachPrjDecal(); } simulated function Touch( Actor Other ) { if( bProjectActors && !Other.bHidden && Other.DrawType==DT_Mesh && Other.Mesh!=None ) AttachActor(Other); } simulated function Untouch( Actor Other ) { if( bProjectActors ) DeattachActor(Other); } defaultproperties { ProjectTexture=Texture'Engine.S_Pawn' MaxDistance=200.000000 ProjectorScale=1.000000 ProjectStyle=STY_Masked bProjectActors=True bProjectMeshBackfaces=True bProjectBSP=True bHidden=True RemoteRole=ROLE_None bDirectional=True bCollideActors=True } |
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