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// Water fluid surface, created by Marco Class FluidSurfaceInfo extends Info Native; var transient pointer FluidData; var transient float PockTimer; struct MeshVertConnect { var const int N; var const int O; }; var native const array<MeshVertConnect> Connects; var native const array<int> VertLinks; var native const int InitSize; var transient const array<byte> ClampedVerts; var transient array<FluidSurfaceOscillator> Oscillators; var StaticLightData StaticLightD; var() byte SizeX,SizeY; var() float XGridSpace,YGridSpace,WaveDamping,WaveRippleRate,FluidSpeedScale,WaveRippletSize,WaveRippletRadius; var() float XOffset,YOffset,TexXSize,TexYSize; // Texture coordinates and scaling var() float ZHeight[2]; // Max/Min Z height difference var() float NoRenderZHeight; // With bUseNoRenderZ enabled, hide the mesh when camera is lower than this point. var() bool bRenderTwoSided,bSquaredModel,bBSPClampsFluid,bUseNoRenderZ,bComputeLightVis; var const bool bConnectsInit; // Reset the fluid model with new size parms etc... native final function ResetModel(); // Make an impact effect on waves (Position always ignored by Z axis). native final function PockWaves( vector Pos, float Size, float Depth ); simulated function PostBeginPlay() { if( RemoteRole==ROLE_None ) Role = ROLE_Authority; // Client authority. if( Level.NetMode==NM_DedicatedServer ) SetCollision(false); // Disable collision on dedicated servers. } simulated function Touch( Actor Other ) { local float PDepth; if( (Level.TimeSeconds-LastRenderedTime)>1.f ) // Make sure its recently rendered. return; if( Other.bIsPawn ) PDepth = FClamp(VSize(Other.Velocity)*Other.Mass*0.0008f,5.f,ZHeight[1]*-1.4f); else PDepth = FClamp(VSize(Other.Velocity)*0.02f,5.f,ZHeight[1]*-1.8f); PockWaves(Other.Location,FMax(Other.CollisionRadius,XGridSpace*1.25f),-PDepth); } defaultproperties { SizeX=16 SizeY=16 XGridSpace=12.000000 YGridSpace=12.000000 WaveDamping=0.600000 WaveRippleRate=0.100000 FluidSpeedScale=1.000000 WaveRippletSize=0.800000 TexXSize=1.000000 TexYSize=1.000000 ZHeight(0)=40.000000 ZHeight(1)=-40.000000 bRenderTwoSided=True bComputeLightVis=True bHidden=False bNoDelete=True bRenderMultiEnviroMaps=True bUseMeshCollision=True RemoteRole=ROLE_None DrawType=DT_Mesh Skin=Texture'Engine.DefaultTexture' bCollideActors=True RenderIteratorClass=Class'Fire.FluidSurfaceRI' } |
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