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Engine.Projector


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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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Class file time: zo 11-11-2012 21:10:26.000 - Creation time: zo 11-11-2012 21:14:19.803 - Created with UnCodeX