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//============================================================================= // Texture: An Unreal texture map. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Texture extends Bitmap safereplace native noexport; // Subtextures. var() texture BumpMap; // Bump map to illuminate this texture with. var() texture DetailTexture; // Detail texture to apply. var() texture MacroTexture; // Macrotexture to apply, not currently used. // Surface properties. var() float Diffuse; // Diffuse lighting coefficient. var() float Specular; // Specular lighting coefficient. var() float Alpha; // Alpha. var() float DrawScale; // Scaling relative to parent. var() float Friction; // Surface friction coefficient, 0=none, 1=full. var() float MipMult; // Mipmap multiplier. // Sounds. var() sound FootstepSound[6]; // Footstep sound. var() sound HitSound; // Sound when the texture is hit with a projectile. // Surface flags. !!out of date var bool bInvisible; var(Surface) bool bMasked; var(Surface) bool bTransparent; var bool bNotSolid; var(Surface) bool bEnvironment; var bool bSemisolid; var(Surface) bool bModulate; var(Surface) bool bFakeBackdrop; var(Surface) bool bTwoSided; var(Surface) bool bAutoUPan; var(Surface) bool bAutoVPan; var(Surface) bool bNoSmooth; var(Surface) bool bBigWavy; var(Surface) bool bSmallWavy; var(Surface) bool bWaterWavy; var bool bLowShadowDetail; var bool bNoMerge; var(Surface) bool bAlphaBlend; var bool bDirtyShadows; var bool bHighLedge; var bool bSpecialLit; var bool bGouraud; var(Surface) bool bUnlit; var bool bHighShadowDetail; var bool bPortal; var const bool bMirrored, bX2, bX3; var const bool bX4, bX5, bX6, bX7; // Texture flags. var(Quality) private bool bHighColorQuality; // High color quality hint. var(Quality) private bool bHighTextureQuality; // High color quality hint. var private bool bRealtime; // Texture changes in realtime. var private bool bParametric; // Texture data need not be stored. var private transient bool bRealtimeChanged; // Changed since last render. var private bool bHasComp; // Whether a compressed version exists. // Level of detail set. var(Quality) enum ELODSet { LODSET_None, // No level of detail mipmap tossing. LODSET_World, // World level-of-detail set. LODSET_Skin, // Skin level-of-detail set. } LODSet; // Animation. var(Animation) texture AnimNext; var transient texture AnimCurrent; var(Animation) byte PrimeCount; var transient byte PrimeCurrent; var(Animation) float MinFrameRate, MaxFrameRate; var transient float Accumulator; // Mipmaps. var private native const array<int> Mips, DecompMips; var private native ETextureFormat DecompFormat; // Footprints, based on Decals. var() enum ESurfaceTypes { EST_Default, EST_Rock, EST_Dirt, // Footprints EST_Metal, EST_Wood, EST_Plant, EST_Flesh, EST_Ice, EST_Snow, // Footprints EST_Water, EST_Glass, EST_Carpet, EST_Custom00, EST_Custom01, EST_Custom02, EST_Custom03, EST_Custom04, EST_Custom05, EST_Custom06, // Footprints EST_Custom07, // Footprints EST_Custom08, // Footprints EST_Custom09, // Footprints EST_Custom10 // Footprints } SurfaceType; // Clamping mode for textures var(Texture) enum EUClampMode { UWrap, UClamp, } UClampMode; var(Texture) enum EVClampMode { VWrap, VClamp, } VClampMode; // Color for firetextures var(Texture) transient color PaletteTransform; // change fade palette of the texture in editor defaultproperties { Diffuse=1.000000 DrawScale=1.000000 Friction=1.000000 MipMult=1.000000 LODSet=LODSET_World } |
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