Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UnrealShare.UIBeamEmitter


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
//=======================================================
// class       : UIBeamEmitter
// file        : UIBeamEmitter.uc
// author      : Raven
// game        : Unreal 1 Patch v 227
// description : Spawns beam
//=======================================================
class UIBeamEmitter extends UIBeam;

#exec TEXTURE IMPORT NAME=BeamEmitter FILE="Textures\BeamEmitter.pcx" GROUP=Icons LODSET=2 FLAGS=2

#exec mesh import mesh=electric_beam anivfile=Models\electric_beam_a.3d datafile=Models\electric_beam_d.3d x=-512 y=0 z=0 mlod=0
#exec mesh origin mesh=electric_beam x=-512 y=0 z=0
#exec mesh sequence mesh=electric_beam seq=All startframe=0 numframes=1

#exec meshmap new meshmap=electric_beam mesh=electric_beam
#exec meshmap scale meshmap=electric_beam x=0.06250 y=0.06250 z=0.12500

enum ESizingType
{
	ST_BySize,
	ST_BySegments
};
//=============================================================================
// info about beam mesh
//=============================================================================
var(Beam_Mesh) mesh BeamMesh;                                // mesh
var(Beam_Mesh) float BeamMeshSize;                           // default mesh size (in uu)
var(Beam_Mesh) EMeshOrientation MeshOrientation;             // default mesh axis
//=============================================================================
// main beam info
//=============================================================================
var(Beam_Main) float BeamSize;                               // total beam size (in uu, if SizingType is ST_BySize) note that not final beam size is rounded
var(Beam_Main) int BeamSegments;                             // number of segments in beam (if SizingType is in ST_BySegemnts)
var(Beam_Main) ESizingType SizingType;                       // sizing type
var(Beam_Main) float BeamSprayFactor;                        // beam spray factor
var(Beam_Main) vector EffectArea;                            // effect area in which beam will be spawned (random place in that area)
var(Beam_Main) float BeamUpdateTime;                         // beam update time (lower value faster updates)
var(Beam_Main) bool bKeepShape;                              // should beam have one shape (once beam is created it'll not change). Good for lightnings
//=============================================================================
// World interaction
//=============================================================================
var(Beam_Interaction) bool bUseHitLocation;                  // should beam use HitLocation (if true, you can damage player)
var(Beam_Interaction) bool bStopOnCollision;                 // should beam stop on collision (eg. with Pawns)
//=============================================================================
// Effects
//=============================================================================
var(Beam_Effect) class<actor> WallHitEffect;                 // effect spawed when beam hit's wall
var(Beam_Effect) class<decal> WallHitDecal;                  // decal which beam
//=============================================================================
// Damage
//=============================================================================
var(Beam_Damage) bool bDamageActors;                         //
var(Beam_Damage) name BeamDamageType;                        //
var(Beam_Damage) int BeamDamage;                             //
var(Beam_Damage) float BeamMomentumTransfer;                 //
//=============================================================================
// Target
//=============================================================================
var(Beam_Target) actor BeamTarget;                           //
var(Beam_Target) float BeamTargetSpray;                      //
var(Beam_Target) bool bForceTargetClip;                      //
var(Beam_Target) float BeamTargetClipDistance;               //
//=============================================================================
// The way beam look
//=============================================================================
var(Beam_Look) float BeamDrawScale;                          //
var(Beam_Look) texture BeamSkin;                             //
var(Beam_Look) ERenderStyle BeamStyle;                       //
//=============================================================================
// Light
//=============================================================================
var(Beam_Light) bool bCastLight;                             // will cast light!!
//=============================================================================
// Light Color
//=============================================================================
var(Beam_LightColor) byte BeamLightBrightness;               // light brightness
var(Beam_LightColor) byte BeamLightHue;                      // light hue
var(Beam_LightColor) byte BeamLightSaturation;               // light satruation
//=============================================================================
// Light effects/type/radius/etc.
//=============================================================================
var(Beam_Lighting) ELightType  BeamLightType;                // light type (can lag :))
var(Beam_Lighting) ELightEffect BeamLightEffect;             // light effect (can lag :))
var(Beam_Lighting) byte BeamLightRadius;                     // light radius
var(Beam_Lighting) byte BeamLightPeriod;                     // light period
var(Beam_Lighting) byte BeamLightPhase;                      // light phase
var(Beam_Lighting) byte BeamLightCone;                       // light cone
var(Beam_Lighting) byte BeamVolumeBrightness;                // volume brightness
var(Beam_Lighting) byte BeamVolumeRadius;                    // volume radius
var(Beam_Lighting) byte BeamVolumeFog;                       // volume fog
var(Beam) bool IsActive;

var int RealNumSegments;
var UIStartBeam Beam;
var float ReturnNormalScale;
var bool bNoUpdates;

replication
{
	// Variables the server should send to the client.
	reliable if ( Role==ROLE_Authority ) IsActive;
}

simulated function PreBeginPlay()
{
	if (SizingType == ST_BySize) RealNumSegments=int(BeamSize/(BeamMeshSize*BeamDrawScale));
	else RealNumSegments=BeamSegments;
	if (RealNumSegments <= 0) RealNumSegments=1;
	ReturnNormalScale=BeamMeshSize*BeamDrawScale;
}

simulated function AddLight(UIBaseBeam A)
{
	A.LightType=BeamLightType;
	A.LightEffect=BeamLightEffect;
	A.LightBrightness=BeamLightBrightness;
	A.LightHue=BeamLightHue;
	A.LightSaturation=BeamLightSaturation;
	A.LightRadius=BeamLightRadius;
	A.LightPeriod=BeamLightPeriod;
	A.LightPhase=BeamLightPhase;
	A.LightCone=BeamLightCone;
	A.VolumeBrightness=BeamVolumeBrightness;
	A.VolumeRadius=BeamVolumeRadius;
	A.VolumeFog=BeamVolumeFog;
}
simulated function MakeBeam()
{

	Beam=Spawn(class'UIStartBeam',self,'',Location+RandLoc(EffectArea),Rotation);
	Beam.Mesh=BeamMesh;
	Beam.DrawScale=BeamDrawScale;
	Beam.Texture=BeamSkin;
	Beam.Skin=BeamSkin;
	Beam.Style=BeamStyle;
	if (bCastLight) AddLight(Beam);
}
//=============================================================================
// Beam is always on and can not be shut down
//=============================================================================
simulated state() AlwaysOn
{
	simulated function BeginState()
	{
		if (Beam == none) MakeBeam();
	}
}
//=============================================================================
// Beam is active at the begining and will be shut down by a trigger
//=============================================================================
simulated state() TriggerTurnsOff
{
	simulated function BeginState()
	{
		if (Beam == none) MakeBeam();
	}
	function Trigger(Actor Other, Pawn Instigator)
	{
		if (Beam != none)
		{
			Beam.Destroy();
			Beam=none;
		}
	}
}
//=============================================================================
// Beam isn't active and will be turn on by a trigger
//=============================================================================
simulated state() TriggerTurnsOn
{
	simulated function Trigger(Actor Other, Pawn Instigator)
	{
		if (Beam == none) MakeBeam();
	}
}
//=============================================================================
// Beam can be shut donwn/turn on by a trigger
//=============================================================================
simulated state() TriggerToggle
{
	simulated function Trigger(Actor Other, Pawn Instigator)
	{
		IsActive=!IsActive;
		if (IsActive)
		{
			if (Beam == none) MakeBeam();
		}
		else
		{
			if (Beam != none)
			{
				Beam.Destroy();
				Beam=none;
			}
		}
	}
}
//=============================================================================
// Start when triggered, Stop when get untriggered.
//=============================================================================
simulated state() TriggerControl
{
	simulated function Trigger( actor Other, pawn EventInstigator )
	{
		if (Beam == none) MakeBeam();
	}
	simulated function UnTrigger( actor Other, pawn EventInstigator )
	{
		if (Beam != none)
		{
			Beam.Destroy();
			Beam=none;
		}
	}
}

defaultproperties
{
				BeamMesh=Mesh'UnrealShare.electric_beam'
				BeamMeshSize=64.000000
				BeamSize=512.000000
				BeamSegments=5
				BeamSprayFactor=1.000000
				BeamUpdateTime=0.030000
				BeamTargetSpray=0.600000
				BeamTargetClipDistance=64.000000
				BeamDrawScale=0.500000
				BeamStyle=STY_Translucent
				bHidden=True
				bNoDelete=True
				bDirectional=True
				Texture=Texture'UnrealShare.Icons.BeamEmitter'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: zo 11-11-2012 21:10:28.000 - Creation time: zo 11-11-2012 21:14:21.069 - Created with UnCodeX