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Engine.ZoneInfo


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//=============================================================================
// ZoneInfo, the built-in Unreal class for defining properties
// of zones.  If you place one ZoneInfo actor in a
// zone you have partioned, the ZoneInfo defines the
// properties of the zone.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class ZoneInfo extends Info
	native
		NativeReplication;

#exec Texture Import File=Textures\ZoneInfo.pcx Name=S_ZoneInfo Mips=Off Flags=2

//-----------------------------------------------------------------------------
// Zone properties.

var() name   ZoneTag;
var() vector ZoneGravity;
var() vector ZoneVelocity;
var() float  ZoneGroundFriction;
var() float  ZoneFluidFriction;
var() float	 ZoneTerminalVelocity;
var() name   ZonePlayerEvent;
var   int    ZonePlayerCount;
var() float  ZoneTimeDilation; // Local zone time-dilation.
var   int	 NumCarcasses;
var() int	 DamagePerSec;
var() name	 DamageType;
var() localized string DamageString;
var(LocationStrings) localized string ZoneName;
var(LocationStrings) localized string LocationStrings[4];
var LocationID LocationID;
var() int	 MaxCarcasses;
var() sound  EntrySound;	//only if waterzone
var() sound  ExitSound;		// only if waterzone
var() class<actor> EntryActor;	// e.g. a splash (only if water zone)
var() class<actor> ExitActor;	// e.g. a splash (only if water zone)
var skyzoneinfo SkyZone; // Optional sky zone containing this zone's sky.

//-----------------------------------------------------------------------------
// Zone flags.

var()		bool   bWaterZone;   // Zone is water-filled.
var() const bool   bFogZone;     // Zone is fog-filled.
var() const bool   bKillZone;    // Zone instantly kills those who enter.
var()		bool   bNeutralZone; // Players can't take damage in this zone.
var()		bool   bGravityZone; // Use ZoneGravity.
var()		bool   bPainZone;	 // Zone causes pain.
var()		bool   bDestructive; // Destroys carcasses.
var()		bool   bNoInventory;
var()		bool   bMoveProjectiles;	// this velocity zone should impart velocity to projectiles and effects

var(DistanceFog) bool bDistanceFogClips; // If enabled, the distance fog will clip any BSP beyond distance.
var(DistanceFog) bool bDistanceFog; // Fog is distance fog.
var(DistanceFog) float FogDistanceStart; // Starting distance, MUST BE LOWER THAN FogDistance!
var(DistanceFog) bool bZoneBasedFog; // If enabled, the distance fog will only render inside this zone and not entire map.
var(DistanceFog) color FogColor;
var(DistanceFog) float FogDistance; // End distance of the fog.
var(DistanceFog) float FadeTime;    // Timespan in which the fog fades in or over

//-----------------------------------------------------------------------------
// Zone light.

var(ZoneLight) byte AmbientBrightness, AmbientHue, AmbientSaturation;
var(Environment) texture EnvironmentMap; // Environment texture for surfaces flagged as 'Environment'
var(Environment) float EnvironmentUScale,EnvironmentVScale; // U/V scale of the environment mapping texture
var(Environment) vector EnvironmentColor; // Color of the environment map overlay (0-1).
var(ZoneLight) float TexUPanSpeed, TexVPanSpeed;
var(ZoneLight) vector ViewFlash, ViewFog;
var(ZoneLight) float DirtyShadowLevel; //Threshold for DirtyShadows Surface flag.
var(ZoneLight) byte LightMapDetailLevels[4];

//-----------------------------------------------------------------------------
// Reverb.

// Settings.
var(Reverb) bool bReverbZone;
var(Reverb) bool bRaytraceReverb;
var(Reverb) float SpeedOfSound;
var(Reverb) byte MasterGain;
var(Reverb) int  CutoffHz;
var(Reverb) byte Delay[6];
var(Reverb) byte Gain[6];

// 227 Ambients
var(EFX) enum EAmbients
{
	REVERB_PRESET_GENERIC,
	REVERB_PRESET_PADDEDCELL,
	REVERB_PRESET_ROOM,
	REVERB_PRESET_BATHROOM,
	REVERB_PRESET_LIVINGROOM,
	REVERB_PRESET_STONEROOM,
	REVERB_PRESET_AUDITORIUM,
	REVERB_PRESET_CONCERTHALL,
	REVERB_PRESET_CAVE,
	REVERB_PRESET_ARENA,
	REVERB_PRESET_HANGAR,
	REVERB_PRESET_CARPETTEDHALLWAY,
	REVERB_PRESET_HALLWAY,
	REVERB_PRESET_STONECORRIDOR,
	REVERB_PRESET_ALLEY,
	REVERB_PRESET_FOREST,
	REVERB_PRESET_CITY,
	REVERB_PRESET_MOUNTAINS,
	REVERB_PRESET_QUARRY,
	REVERB_PRESET_PLAIN,
	REVERB_PRESET_PARKINGLOT,
	REVERB_PRESET_SEWERPIPE,
	REVERB_PRESET_UNDERWATER,
	REVERB_PRESET_DRUGGED,
	REVERB_PRESET_DIZZY,
	REVERB_PRESET_PSYCHOTIC,
	REVERB_PRESET_CASTLE_SMALLROOM,
	REVERB_PRESET_CASTLE_SHORTPASSAGE,
	REVERB_PRESET_CASTLE_MEDIUMROOM,
	REVERB_PRESET_CASTLE_LONGPASSAGE,
	REVERB_PRESET_CASTLE_LARGEROOM,
	REVERB_PRESET_CASTLE_HALL,
	REVERB_PRESET_CASTLE_CUPBOARD,
	REVERB_PRESET_CASTLE_COURTYARD,
	REVERB_PRESET_CASTLE_ALCOVE,
	REVERB_PRESET_FACTORY_ALCOVE,
	REVERB_PRESET_FACTORY_SHORTPASSAGE,
	REVERB_PRESET_FACTORY_MEDIUMROOM,
	REVERB_PRESET_FACTORY_LONGPASSAGE,
	REVERB_PRESET_FACTORY_LARGEROOM,
	REVERB_PRESET_FACTORY_HALL,
	REVERB_PRESET_FACTORY_CUPBOARD,
	REVERB_PRESET_FACTORY_COURTYARD,
	REVERB_PRESET_FACTORY_SMALLROOM,
	REVERB_PRESET_ICEPALACE_ALCOVE,
	REVERB_PRESET_ICEPALACE_SHORTPASSAGE,
	REVERB_PRESET_ICEPALACE_MEDIUMROOM,
	REVERB_PRESET_ICEPALACE_LONGPASSAGE,
	REVERB_PRESET_ICEPALACE_LARGEROOM,
	REVERB_PRESET_ICEPALACE_HALL,
	REVERB_PRESET_ICEPALACE_CUPBOARD,
	REVERB_PRESET_ICEPALACE_COURTYARD,
	REVERB_PRESET_ICEPALACE_SMALLROOM,
	REVERB_PRESET_SPACESTATION_ALCOVE,
	REVERB_PRESET_SPACESTATION_MEDIUMROOM,
	REVERB_PRESET_SPACESTATION_SHORTPASSAGE,
	REVERB_PRESET_SPACESTATION_LONGPASSAGE,
	REVERB_PRESET_SPACESTATION_LARGEROOM,
	REVERB_PRESET_SPACESTATION_HALL,
	REVERB_PRESET_SPACESTATION_CUPBOARD,
	REVERB_PRESET_SPACESTATION_SMALLROOM,
	REVERB_PRESET_WOODEN_ALCOVE,
	REVERB_PRESET_WOODEN_SHORTPASSAGE,
	REVERB_PRESET_WOODEN_MEDIUMROOM,
	REVERB_PRESET_WOODEN_LONGPASSAGE,
	REVERB_PRESET_WOODEN_LARGEROOM,
	REVERB_PRESET_WOODEN_HALL,
	REVERB_PRESET_WOODEN_CUPBOARD,
	REVERB_PRESET_WOODEN_SMALLROOM,
	REVERB_PRESET_WOODEN_COURTYARD,
	REVERB_PRESET_SPORT_EMPTYSTADIUM,
	REVERB_PRESET_SPORT_SQUASHCOURT,
	REVERB_PRESET_SPORT_SMALLSWIMMINGPOOL,
	REVERB_PRESET_SPORT_LARGESWIMMINGPOOL,
	REVERB_PRESET_SPORT_GYMNASIUM,
	REVERB_PRESET_SPORT_FULLSTADIUM,
	REVERB_PRESET_SPORT_STADIUMTANNOY,
	REVERB_PRESET_PREFAB_WORKSHOP,
	REVERB_PRESET_PREFAB_SCHOOLROOM,
	REVERB_PRESET_PREFAB_PRACTISEROOM,
	REVERB_PRESET_PREFAB_OUTHOUSE,
	REVERB_PRESET_PREFAB_CARAVAN,
	REVERB_PRESET_DOME_TOMB,
	REVERB_PRESET_PIPE_SMALL,
	REVERB_PRESET_DOME_SAINTPAULS,
	REVERB_PRESET_PIPE_LONGTHIN,
	REVERB_PRESET_PIPE_LARGE,
	REVERB_PRESET_PIPE_RESONANT,
	REVERB_PRESET_OUTDOORS_BACKYARD,
	REVERB_PRESET_OUTDOORS_ROLLINGPLAINS,
	REVERB_PRESET_OUTDOORS_DEEPCANYON,
	REVERB_PRESET_OUTDOORS_CREEK,
	REVERB_PRESET_OUTDOORS_VALLEY,
	REVERB_PRESET_MOOD_HEAVEN,
	REVERB_PRESET_MOOD_HELL,
	REVERB_PRESET_MOOD_MEMORY,
	REVERB_PRESET_DRIVING_COMMENTATOR,
	REVERB_PRESET_DRIVING_PITGARAGE,
	REVERB_PRESET_DRIVING_INCAR_RACER,
	REVERB_PRESET_DRIVING_INCAR_SPORTS,
	REVERB_PRESET_DRIVING_INCAR_LUXURY,
	REVERB_PRESET_DRIVING_FULLGRANDSTAND,
	REVERB_PRESET_DRIVING_EMPTYGRANDSTAND,
	REVERB_PRESET_DRIVING_TUNNEL,
	REVERB_PRESET_CITY_STREETS,
	REVERB_PRESET_CITY_SUBWAY,
	REVERB_PRESET_CITY_MUSEUM,
	REVERB_PRESET_CITY_LIBRARY,
	REVERB_PRESET_CITY_UNDERPASS,
	REVERB_PRESET_CITY_ABANDONED,
	REVERB_PRESET_DUSTYROOM,
	REVERB_PRESET_CHAPEL,
	REVERB_PRESET_SMALLWATERROOM,
	REVERB_PRESET_UNDERSLIME,
	REVERB_PRESET_NONE,
}EFXAmbients;

//MWP:begin
//-----------------------------------------------------------------------------
// Lens flare.

var(LensFlare) texture LensFlare[12];
var(LensFlare) float LensFlareOffset[12];
var(LensFlare) float LensFlareScale[12];

//-----------------------------------------------------------------------------
// per-Zone mesh LOD lighting control

// the number of lights applied to the actor mesh is interpolated between the following
// properties, as a function of the MeshPolyCount for the previous frame.
var() byte MinLightCount; // minimum number of lights to use (when MaxLightingPolyCount is exceeded)
var() byte MaxLightCount; // maximum number of lights to use (when MeshPolyCount drops below MinLightingPolyCount)
var() int MinLightingPolyCount;
var() int MaxLightingPolyCount;
// (NOTE: the default LOD properties (below) have no effect on the mesh lighting behavior)
//MWP:end

//=============================================================================
// Network replication.
var transient VisibilityNotify VisNotify; // 227 List of visibility notifies (for online replication).
var bool bRepZoneProperties; // Should replicate zoneinfo properties.

replication
{
	reliable if ( Role==ROLE_Authority )
		ZoneGravity, ZoneVelocity, ZoneTerminalVelocity,
		ZoneGroundFriction, ZoneFluidFriction,
		AmbientBrightness, AmbientHue, AmbientSaturation,
		TexUPanSpeed, TexVPanSpeed,
		// ViewFlash, ViewFog, // Not replicated because vectors replicated with elements rounded to integers
		bReverbZone,
		FogColor;
}

//=============================================================================
// Iterator functions.

// Iterate through all actors in this zone.
native(308) final iterator function ZoneActors( class<actor> BaseClass, out actor Actor );

//MWP:begin -- moved out of PreBeginPlay() to allow overriding
//=============================================================================
simulated function LinkToSkybox()
{
	local skyzoneinfo TempSkyZone;

	// SkyZone.
	foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' )
		SkyZone = TempSkyZone;
	foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' )
		if ( TempSkyZone.bHighDetail == Level.bHighDetailMode )
			SkyZone = TempSkyZone;
}
//MWP:end

//=============================================================================
// Engine notification functions.

simulated function PreBeginPlay()
{
	Super.PreBeginPlay();

	// call overridable function to link this ZoneInfo actor to a skybox
	LinkToSkybox();
}

function Trigger( actor Other, pawn EventInstigator )
{
	if (DamagePerSec != 0)
		bPainZone = true;
}

// When an actor enters this zone.
event ActorEntered( actor Other )
{
	local vector AddVelocity;

	if ( bNoInventory && Other.IsA('Inventory') && (Other.Owner == None) )
	{
		Other.LifeSpan = 1.5;
		return;
	}

	if ( Other.bIsPawn && Pawn(Other).bIsPlayer )
		if ( ++ZonePlayerCount==1 )
			TriggerEvent(ZonePlayerEvent,Self,Pawn(Other));

	if ( bMoveProjectiles && (ZoneVelocity != vect(0,0,0)) )
	{
		if ( Other.Physics == PHYS_Projectile )
		{
			AddVelocity = ZoneVelocity;
			AddVelocity.Z *= 0.5;
			Other.Velocity += ZoneVelocity;
		}
		else if ( Other.IsA('Effects') && (Other.Physics == PHYS_None) )
		{
			Other.SetPhysics(PHYS_Projectile);
			AddVelocity = ZoneVelocity;
			AddVelocity.Z *= 0.5;
			Other.Velocity = AddVelocity;
		}
	}
}

// When an actor leaves this zone.
event ActorLeaving( actor Other )
{
	if ( Pawn(Other)!=None && Pawn(Other).bIsPlayer )
		if ( --ZonePlayerCount==0 )
			UnTriggerEvent(ZonePlayerEvent,Self,Pawn(Other));
}

defaultproperties
{
				ZoneGravity=(Z=-950.000000)
				ZoneGroundFriction=4.000000
				ZoneFluidFriction=1.200000
				ZoneTerminalVelocity=2500.000000
				ZoneTimeDilation=1.000000
				MaxCarcasses=2
				bMoveProjectiles=True
				AmbientSaturation=255
				EnvironmentUScale=1.000000
				EnvironmentVScale=1.000000
				EnvironmentColor=(X=1.000000,Y=1.000000,Z=1.000000)
				TexUPanSpeed=1.000000
				TexVPanSpeed=1.000000
				DirtyShadowLevel=0.250000
				LightMapDetailLevels(0)=4
				LightMapDetailLevels(1)=5
				LightMapDetailLevels(2)=6
				LightMapDetailLevels(3)=7
				SpeedOfSound=8000.000000
				MasterGain=100
				CutoffHz=6000
				Delay(0)=20
				Delay(1)=34
				Gain(0)=150
				Gain(1)=70
				EFXAmbients=REVERB_PRESET_NONE
				MinLightCount=6
				MaxLightCount=16
				MinLightingPolyCount=1000
				MaxLightingPolyCount=5000
				bRepZoneProperties=True
				bStatic=True
				bNoDelete=True
				Texture=Texture'Engine.S_ZoneInfo'
				bAlwaysRelevant=True
}

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Class file time: zo 11-11-2012 21:10:26.000 - Creation time: zo 11-11-2012 21:14:23.131 - Created with UnCodeX