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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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