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//================================================================ // class: ParticleEmitter // file: ParticleEmitter.uc // author: Raven // www: http://turniej.unreal.pl/rp //================================================================ class UIParticleEmitter extends UIParticleSystem; //================================================================ // CONSTS //================================================================ const MAX_TEMPLATES = 16; // maximum number of templates //================================================================ // TEMAPLATES //================================================================ var(ParticleTemplate) SGlobal Particle_Global; // global settings (optional) var(ParticleTemplate) SMain Particle_Main[16]; // main options var(ParticleTemplate) SAnimation Particle_Animation[16]; // animation options var(ParticleTemplate) SAdvanced Particle_Advanced[16]; // advanced options var(ParticleTemplate) SDisplay Particle_Display[16]; // display options var(ParticleTemplate) SSize Particle_Size[16]; // size options var(ParticleTemplate) SDecal Particle_Decal[16]; // decal options var(ParticleTemplate) SSound Particle_Sound[16]; // sound options var(ParticleTemplate) SLight Particle_Light[16]; // light options var(ParticleTemplate) SLightColor Particle_LightColor[16]; // light color options var(ParticleTemplate) SLighting Particle_Lighting[16]; // lighting options var(ParticleTemplate) SFading Particle_Fading[16]; // fading options var(ParticleTemplate) SDamage Particle_Damage[16]; // damage options var(ParticleTemplate) SPPhysics Particle_Physics[16]; // physics options var(ParticleTemplate) SCollision Particle_Collision[16]; // collision options var(ParticleTemplate) SBounce Particle_Bounce[16]; // bounce options var(ParticleTemplate) SBuoyance Particle_Buoyance[16]; // buoyance options var(ParticleTemplate) SVelocity Particle_InvertVelocity[16]; // velocity inversion var(ParticleTemplate) SSpawnPlace Particle_EffectArea[16]; // override default effectarea var(ParticleTemplate) SMesh Particle_Mesh[16]; // used if bUseMesh in Particle_Display is true var(ParticleTemplate) SDest Particle_Destination[16]; // optional destination added at Xeppitz request :) var(ParticleTemplate) SRot Particle_RandomRotation[16]; // randomizes rotation (tnx Q for idea) var(ParticleTemplate) SAdvSpwn AdvancedSpawning[16]; // advanced spawning effects var(ParticleTemplate) SSpawnEffect Particle_SpawnEffect[16]; // particles can spawn effect on start var(ParticleTemplate) SMisc Particle_Misc[16]; // misc variables var(ParticleTemplate) int NumTemplates; // number of templates //================================================================ // MAIN //================================================================ var(ParticleEmitter) enum Select { SELECT_Linear, // cyclically iterate through the ParticleTemplate SELECT_Random // randomly pick a particle from the ParticleTemplate } SelectionMethod; var(ParticleEmitter) enum Burst { BURST_Linear, // in each burst only one template will be used BURST_Random // in each burst many templates will be used } BurstMethod; var(ParticleEmitter) bool bPerformanceMode; // Performance mode (it'll set new intervall if player is outside radius/can't see generator) var(ParticleEmitter) float NewIntervall; // new intervall var(ParticleEmitter) float NewIntensity; // new intensity var(ParticleEmitter) float Intervall; // time betweet each bursts var(ParticleEmitter) float Intensity; // number of particles in each burst var(ParticleEmitter) vector EffectArea; // area where particle will be spawn var(ParticleEmitter) bool bOn; // is particle active on startup (is_active) var(ParticleEmitter) bool OneShot; // one shot :) (one_shot) var(ParticleEmitter) bool LineOfSightCheck; // if true will only spawn particles if player can see this actor var(ParticleEmitter) float GeneratorLife; // generator life span ( 0 = not used) var(ParticleEmitter) float VisibilityRadius; // particle visibility radius (visibility_radius) var(ParticleEmitter) int ParticlesLimit; // 0 = no limit var(ParticleEmitter) float ParticleProjForward; // var(ParticleEmitter_Die) float BeforeDieSleep; // We have to gieve it time to fade particles var(ParticleEmitter_Die) bool WaitForParticles; // waits till all particles dies befre destroy var(ParticleEmitter_Die) float WaitPause; // pause till emitter will re-check for existing particles it created //================================================================ // OTHER //================================================================ var int ChosenTemplate; // current template var UIBasicParticle DPM; // particle class var float my_time; // time that pass till last particle tick var float trIntervall; // actual intervall (used when bPerformanceMode is true) var float trIntensity; // actual intensity (used when bPerformanceMode is true) var int ParteNum; // number of particles (if ParticlesLimit > 0) var bool flag; // can particles be spawned var rotator WindRotator; // custom wind direction (used by WindTrigger) var bool SetWindRotator; // can custom wind direction be used (used by WindTrigger) var float RotatModif; // rotation modifier (used by WindTrigger) var float RotatModifVar; // rotator modifier variance (used by WindTrigger) var float BCKSpray, BCKSprayVariance; var rotator RndRot, RndRot2; //================================================================ // USED BY WIND ACTOR //================================================================ simulated function SetWind(rotator WindRot, bool SetWindRot, float RotMod, float RotModVar) { SetWindRotator=SetWindRot; WindRotator=WindRot; RotatModif=RotMod; RotatModifVar=RotModVar; if (RotatModif == 0) RotatModif=1; } //================================================================ // PREBEGINPLAY STUFF //================================================================ simulated function PreBeginPlay() { if (Intervall == 0 || Intensity == 0 || NumTemplates == 0) { log("Warning: map author is a moron!", 'ParticleEmitter'); Destroy(); } flag=true; SetTimer(0.3,true); if (GeneratorLife > 0.0) LifeSpan=GeneratorLife; } //================================================================ // BEGINPLAY STUFF //================================================================ simulated function BeginPlay() { if (ParticlesLimit > 0) ParteNum=ParticlesLimit; if (!bPerformanceMode) { trIntervall=Intervall; trIntensity=Intensity; } Super.BeginPlay(); } //================================================================ // CHOOSE TEMPLATES //================================================================ simulated function int PickTemplate() { if (NumTemplates <= 0) return 0; if (SelectionMethod == SELECT_Random) return Rand(NumTemplates); if (SelectionMethod == SELECT_Linear) { if (ChosenTemplate == NumTemplates-1) ChosenTemplate=0; else ChosenTemplate++; return ChosenTemplate; } return 0; } //================================================================ // Advanced Spawning Functions //================================================================ // SPHERE //================================================================ // calculate random point on sphere surface simulated function vector CalcSurface(float radius) { local float phi,z,theta; local vector Orig; phi = FRand() * (2*pi); z = FRand() * 2.0 - 1.0; theta = Sqrt(1.0 - z * z); Orig.X+=radius * theta * Cos(phi); Orig.Y+=radius * theta * Sin(phi); Orig.Z+=radius * z; return Orig; } // main sphere function simulated function vector CalculateSphere(int TPL) { local float r, radius; local vector Orig; Orig=location + AdvancedSpawning[TPL].SpawnOffset; radius=AdvancedSpawning[TPL].SphereRadius; if (AdvancedSpawning[TPL].bSpawnOnSurface) { Orig+=CalcSurface(Radius); } else { r = FRand()*AdvancedSpawning[TPL].SphereRadius; r = Sqrt(r * r); r = Sqrt(r * r); Orig+=CalcSurface(r); } return Orig; } //================================================================ // BOX //================================================================ // random point on box surface //================================================================ simulated function vector CalculateBoxSurface(vector MinVal, vector MaxVal) { local float leftRightArea, topBottomArea, frontBackArea, u, v, side; local vector dimensions, ext, Fin; ext.X=abs(MaxVal.X)+abs(MinVal.X); ext.Y=abs(MaxVal.X)+abs(MinVal.X); ext.Z=abs(MaxVal.X)+abs(MinVal.X); dimensions = ext; leftRightArea = dimensions.Z * dimensions.Y; topBottomArea = dimensions.X * dimensions.Z; frontBackArea = dimensions.X * dimensions.Y; side = FRand() * (leftRightArea * 2) * (topBottomArea * 2) * (frontBackArea * 2); u = FRand() * 2 - 1; v = FRand() * 2 - 1; side -= leftRightArea; if (side < 0.0) { Fin.X=(-1) * ext.X; Fin.Y=v * ext.Y; Fin.Z=u * ext.Z; } side -= leftRightArea; if (side < 0.0) { Fin.X=ext.X; Fin.Y=v * ext.Y; Fin.Z=u * ext.Z; } side -= topBottomArea; if (side < 0.0) { Fin.X=u * ext.X; Fin.Y=ext.Y; Fin.Z=v * ext.Z; } side -= topBottomArea; if (side < 0.0) { Fin.X=u * ext.X; Fin.Y=(-1) * ext.Y; Fin.Z=v * ext.Z; } side -= frontBackArea; if (side < 0.0) { Fin.X=u * ext.X; Fin.Y=v * ext.Y; Fin.Z=(-1) * ext.Z; } else { Fin.X=u * ext.X; Fin.Y=v * ext.Y; Fin.Z=ext.Z; } return Fin; } // Main box function simulated function vector CalculateBox(vector Orig, vector MinVal, vector MaxVal, int TPL) { if (!AdvancedSpawning[TPL].bSpawnOnSurface) { Orig.X+=RandRange(MinVal.X,MaxVal.X); Orig.Y+=RandRange(MinVal.Y,MaxVal.Y); Orig.Z+=RandRange(MinVal.Z,MaxVal.Z); } else { Orig+=CalculateBoxSurface(MinVal,MaxVal); } return Orig; } //================================================================ // CYLINDER //================================================================ // calculate random point on cylinder surface simulated function vector CalculateOnCylSurf(int TPL) { local float Radius, Length, capArea, sideArea, capAndSideArea, phi, section, randomRadius, randomZ; local vector Orig; Orig=AdvancedSpawning[TPL].SpawnOffset; Length=AdvancedSpawning[TPL].CylinderHeight; Radius=AdvancedSpawning[TPL].CylinderRadius; capArea = pi * (radius * radius); sideArea = 2 * Pi * radius * length; capAndSideArea = capArea + sideArea; phi = FRand() * (2*pi); section = FRand() * (capArea * 2.0 + sideArea); if (section < capArea) { randomZ = length / 2.0; randomRadius = Sqrt(FRand()) * radius; } else if (section < capAndSideArea) { randomZ = (FRand() - 0.5) * length; randomRadius = radius; } else { randomZ = -length / 2.0; randomRadius = Sqrt(FRand()) * radius; } Orig.X+=randomRadius * Cos(phi); Orig.Y+=randomRadius * Sin(phi); Orig.Z+=randomZ; return Orig; } // calculate random point within cylinder simulated function vector CalculateWithinCylinder(int TPL) { local float phi, r; local vector Orig; Orig=AdvancedSpawning[TPL].SpawnOffset; phi = FRand() * Pi * 2.0; r = Sqrt(FRand()) * (AdvancedSpawning[TPL].CylinderRadius); Orig.X+=r * Cos(phi); Orig.Y+=r * Sin(phi); Orig.Z+=(FRand() * 2.0 - 1.0)*(AdvancedSpawning[TPL].CylinderHeight); return Orig; } // calculates disc surface simulated function vector CalculateDiscSurface(int TPL) { local float phi; local vector Orig; Orig=AdvancedSpawning[TPL].SpawnOffset; phi = FRand() * (2*pi); Orig.X+=AdvancedSpawning[TPL].CylinderRadius * Cos(phi); Orig.Y+=AdvancedSpawning[TPL].CylinderRadius * Sin(phi); return Orig; } // main cylinder function simulated function vector CalculateCylinder(int TPL) { if (AdvancedSpawning[TPL].bSpawnOnSurface) { if (AdvancedSpawning[TPL].CylinderHeight != 0) return CalculateOnCylSurf(TPL); else return CalculateDiscSurface(TPL); } else { return CalculateWithinCylinder(TPL); } } //================================================================ // SPAWNS PARTICLE USING CURRENT TEMPLATE //================================================================ simulated function SpawnParticle(int TPL) { local float init_life; local vector NewLocal, NewVel; // current spawn location local Actor U1RSpawnEffect; if (Level.NetMode == NM_DedicatedServer) return; //clientside emitter :) if (ParticlesLimit > 0) ParteNum-=1; if (AdvancedSpawning[TPL].SpawnType == ST_Sphere) { NewLocal=CalculateSphere(TPL); } else if (AdvancedSpawning[TPL].SpawnType == ST_Box) { NewLocal=CalculateBox(AdvancedSpawning[TPL].SpawnOffset, AdvancedSpawning[TPL].BoxMinArea, AdvancedSpawning[TPL].BoxMaxArea, TPL); } else if (AdvancedSpawning[TPL].SpawnType == ST_Cylindrical) { NewLocal=CalculateCylinder(TPL); } else { if (!Particle_EffectArea[TPL].bUseOwnEffectArea) { NewLocal.x = Jiiter(EffectArea.x)+AdvancedSpawning[TPL].SpawnOffset.X; Newlocal.y = Jiiter(EffectArea.y)+AdvancedSpawning[TPL].SpawnOffset.Y; Newlocal.z = Jiiter(EffectArea.z)+AdvancedSpawning[TPL].SpawnOffset.Z; } else { NewLocal.x = Jiiter(Particle_EffectArea[TPL].OwnEffectArea.x)+AdvancedSpawning[TPL].SpawnOffset.X; Newlocal.y = Jiiter(Particle_EffectArea[TPL].OwnEffectArea.y)+AdvancedSpawning[TPL].SpawnOffset.Y; Newlocal.z = Jiiter(Particle_EffectArea[TPL].OwnEffectArea.z)+AdvancedSpawning[TPL].SpawnOffset.Z; } } if (AdvancedSpawning[TPL].bAlignSpawnSurface) Newlocal=RotateVector(Rotation-AdvancedSpawning[TPL].AlignModifier,Newlocal); Newlocal+=Location; if (Particle_Advanced[TPL].bUseParticleClass) DPM = Spawn(Particle_Advanced[TPL].ParticleClass,self,,Newlocal); else DPM = Spawn(class'UIBasicParticle',self,,Newlocal); if (Particle_SpawnEffect[TPL].bUseSpawnEffect) { U1RSpawnEffect = Spawn(Particle_SpawnEffect[TPL].SpawnedEffect,DPM,,Newlocal); if (Particle_SpawnEffect[TPL].SpawnStyle == SS_BindToParticle && U1RSpawnEffect != none) { U1RSpawnEffect.SetBase(DPM); U1RSpawnEffect.SetPhysics(PHYS_Trailer); DPM.U1RSpawnEffect=U1RSpawnEffect; } } DPM.CallParent=self; DPM.CurTPL=TPL; DPM.SpawnTime=Level.TimeSeconds; DPM.bUnlit=Particle_Display[TPL].bUnlitParticle; DPM.SpriteProjForward=ParticleProjForward; if (!Particle_Main[TPL].bForceGlobalSettings) { init_life=Particle_Main[TPL].ParticleLifeTime + Jiiter(Particle_Main[TPL].ParticleLifeTimeVariance); } else { init_life=Particle_Global.ParticleLifeTime + Jiiter(Particle_Global.ParticleLifeTimeVariance); } DPM.StartLifeSpan=init_life; DPM.LifeSpan=init_life; DPM.DrawScale = Particle_Size[TPL].ParticleDrawScale + Jiiter(Particle_Size[TPL].ParticleDrawScaleVariance); if (DPM.DrawScale <= 0) DPM.DrawScale=1; DPM.bShadowCast=Particle_Display[TPL].bParticleCastShadow; DPM.Style=Particle_Display[TPL].ParticleStyle; if (Particle_Display[TPL].bUseMesh) { DPM.Mesh=Particle_Display[TPL].PraticleMesh; DPM.DrawType=DT_Mesh; DPM.bMeshEnviroMap=Particle_Display[TPL].bParticleMeshEnviroMap; if (Particle_Mesh[TPL].bAnimatedMesh) { if (DPM.HasAnim(Particle_Mesh[TPL].AnimationName)) { if (Particle_Mesh[TPL].AnimationType == AN_PlayOnce) DPM.PlayAnim(Particle_Mesh[TPL].AnimationName, Particle_Mesh[TPL].AnimationRate, Particle_Mesh[TPL].TweenRate); else DPM.LoopAnim(Particle_Mesh[TPL].AnimationName, Particle_Mesh[TPL].AnimationRate, Particle_Mesh[TPL].TweenRate); } } if (Particle_Physics[TPL].ParticlePhysics == PHYS_Rotating && Particle_Mesh[TPL].FaceObject == FACE_None) DPM.RotationRate=Particle_Mesh[TPL].MeshRotationRate; } if (Particle_Collision[TPL].ParticlesUseCollision) { DPM.SetCollision(Particle_Collision[TPL].CollideWithActors,Particle_Collision[TPL].BlockActors,Particle_Collision[TPL].BlockPlayers); DPM.SetCollisionSize(Particle_Collision[TPL].ParticleCollisonRadius, Particle_Collision[TPL].ParticleCollisonHeight); DPM.bCollideWorld=Particle_Collision[TPL].ParticleCollideWorld; } else { DPM.SetCollision(false,false,false); DPM.SetCollisionSize(0, 0); DPM.bCollideWorld=false; } DPM.SetPhysics(Particle_Physics[TPL].ParticlePhysics); DPM.Buoyancy=Particle_Buoyance[TPL].ParticleBuoyancy; DPM.Mass=Particle_Buoyance[TPL].ParticleMass; if (Particle_Fading[TPL].CanFadeIn) { DPM.NowFading=true; DPM.ScaleGlow=Particle_Fading[TPL].InitailScaleGlow; } if (Particle_Sound[TPL].FlyingSound != none) DPM.AmbientSound = Particle_Sound[TPL].FlyingSound; DPM.bBounce=Particle_Bounce[TPL].CanBounce; if (Particle_Light[TPL].CastLight) { DPM.LightType=Particle_Lighting[TPL].ParticleLightType; DPM.LightEffect=Particle_Lighting[TPL].ParticleLightEffect; DPM.LightBrightness=Particle_LightColor[TPL].ParticleLightBrightness; DPM.LightHue=Particle_LightColor[TPL].ParticleLightHue; DPM.LightSaturation=Particle_LightColor[TPL].ParticleLightSaturation; DPM.LightRadius=Particle_Lighting[TPL].ParticleLightRadius; DPM.LightPeriod=Particle_Lighting[TPL].ParticleLightPeriod; DPM.LightPhase=Particle_Lighting[TPL].ParticleLightPhase; DPM.LightCone=Particle_Lighting[TPL].ParticleLightCone; DPM.VolumeBrightness=Particle_Lighting[TPL].ParticleVolumeBrightness; DPM.VolumeRadius=Particle_Lighting[TPL].ParticleVolumeRadius; DPM.VolumeFog=Particle_Lighting[TPL].ParticleVolumeFog; } DPM.AccelerationType=Particle_Physics[TPL].AccelerationType; DPM.SetTimer(0.2, true); if (Particle_Main[TPL].bUseParticleRotation) DPM.SetRotation(Particle_Main[TPL].ParticleRotation); if (!Particle_RandomRotation[TPL].bRandomizeRotation) { if (!Particle_Main[TPL].bForceGlobalSettings) { NewVel=(Particle_Main[TPL].ParticleSpeed + Jiiter(Particle_Main[TPL].SpeedVariance))*vector(Rotation); } else { NewVel=(Particle_Global.ParticleSpeed + Jiiter(Particle_Global.SpeedVariance))*vector(Rotation); } if (!Particle_Main[TPL].bForceGlobalSettings) { if (Particle_Main[TPL].bDefineSpeedAsVector) { NewVel.x=Particle_Main[TPL].BaseSpeed.x + Jiiter(Particle_Main[TPL].SpeedVariance); NewVel.y=Particle_Main[TPL].BaseSpeed.y + Jiiter(Particle_Main[TPL].SpeedVariance); NewVel.z=Particle_Main[TPL].BaseSpeed.z + Jiiter(Particle_Main[TPL].SpeedVariance); } } else { if (Particle_Global.bDefineSpeedAsVector) { NewVel.x=Particle_Global.BaseSpeed.x + Jiiter(Particle_Global.SpeedVariance); NewVel.y=Particle_Global.BaseSpeed.y + Jiiter(Particle_Global.SpeedVariance); NewVel.z=Particle_Global.BaseSpeed.z + Jiiter(Particle_Global.SpeedVariance); } } } else { RndRot=Rotation; if (!Particle_RandomRotation[TPL].bForceRndRot) { if (Particle_RandomRotation[TPL].bRandPitch) RndRot.Pitch=RandRange(Particle_RandomRotation[TPL].MinRotation.Pitch, Particle_RandomRotation[TPL].MaxRotation.Pitch); if (Particle_RandomRotation[TPL].bRandYaw) RndRot.Yaw=RandRange(Particle_RandomRotation[TPL].MinRotation.Yaw, Particle_RandomRotation[TPL].MaxRotation.Yaw); if (Particle_RandomRotation[TPL].bRandRoll) RndRot.Roll=RandRange(Particle_RandomRotation[TPL].MinRotation.Roll, Particle_RandomRotation[TPL].MaxRotation.Roll); } else { RndRot2=RotRand(); if (Particle_RandomRotation[TPL].bRandPitch) RndRot.Pitch=RndRot2.Pitch; if (Particle_RandomRotation[TPL].bRandYaw) RndRot.Yaw=RndRot2.Yaw; if (Particle_RandomRotation[TPL].bRandRoll) RndRot.Roll=RndRot2.Roll; } // if(Particle_RandomRotation[TPL].bAlignRotator) RndRot=class'U1Quaternions'.static.AddRotator(RndRot,Rotation); if (Particle_RandomRotation[TPL].bAlignRotator) RndRot=RndRot+Rotation; NewVel=(Particle_Main[TPL].ParticleSpeed + Jiiter(Particle_Main[TPL].SpeedVariance))*vector(RndRot); } if (Particle_InvertVelocity[TPL].bUseInvertVelocity && !Particle_InvertVelocity[TPL].bLoop) { if (ReturnInvX(TPL)) NewVel.X*=-1; if (ReturnInvY(TPL)) NewVel.Y*=-1; if (ReturnInvZ(TPL)) NewVel.Z*=-1; } if (SetWindRotator) { NewVel=(RotatModif + Jiiter(RotatModifVar))*vector(WindRotator); } if (!Particle_Main[TPL].bForceGlobalSettings) { if (Particle_Main[TPL].SprayFactor > 0.0) { NewVel.x=NewVel.x*(Particle_Main[TPL].SprayFactor + Jiiter(Particle_Main[TPL].SprayFactorVariance)); NewVel.y=NewVel.y*(Particle_Main[TPL].SprayFactor + Jiiter(Particle_Main[TPL].SprayFactorVariance)); NewVel.z=NewVel.z*(Particle_Main[TPL].SprayFactor + Jiiter(Particle_Main[TPL].SprayFactorVariance)); } } else { if (Particle_Main[TPL].SprayFactor > 0.0) { NewVel.x=NewVel.x*(Particle_Global.SprayFactor + Jiiter(Particle_Global.SprayFactorVariance)); NewVel.y=NewVel.y*(Particle_Global.SprayFactor + Jiiter(Particle_Global.SprayFactorVariance)); NewVel.z=NewVel.z*(Particle_Global.SprayFactor + Jiiter(Particle_Global.SprayFactorVariance)); } } DPM.Velocity=NewVel; DPM.Texture=Particle_Display[TPL].ParticleTexture; // Sprite texture if DrawType=DT_Sprite. if (Particle_Display[TPL].bUseRandomTexture) { if (!Particle_Animation[TPL].DefineAnimationStorage) { if (Particle_Animation[TPL].NumOfTextures > 0) { DPM.Texture=Particle_Animation[TPL].AnimTextures[Rand(Particle_Animation[TPL].NumOfTextures)]; } } else { if (Particle_Animation[TPL].ParticleAnimationStorage != none) { if (Particle_Animation[TPL].ParticleAnimationStorage.default.NumOfTextures > 0) { DPM.Texture=Particle_Animation[TPL].ParticleAnimationStorage.default.ParticleAnimation[Rand(Particle_Animation[TPL].ParticleAnimationStorage.default.NumOfTextures)]; } } } } if (Particle_Misc[TPL].bUseDistanceCulling) { DPM.VisibilityHeight=Particle_Misc[TPL].PartVisibilityHeight; DPM.VisibilityRadius=Particle_Misc[TPL].PartVisibilityRadius; } if (ReturnDestinationType(TPL) != DEST_None) DPM.Destn=ReturnTarget(TPL); } //================================================================ // PERFORMANCE //================================================================ simulated function Timer() { local PlayerPawn pp; flag=false; if (Level.NetMode != NM_DedicatedServer) { foreach RadiusActors(class'PlayerPawn',pp,VisibilityRadius) { if (Viewport(pp.Player) != None) flag=true; //we found local player in visibility radius } } } //================================================================ // SPAWN AND OTHER FUNCTION CAN TAKE PLACE ONLY AT CLIENT SIDE //================================================================ simulated function InStateStuff() { local int i, tpl; if (Level.NetMode == NM_DedicatedServer) return; //clientside emitter :) if (LineOfSightCheck) if (!PlayerCanSeeMe()) return; if (bPerformanceMode) { if (!flag) { trIntervall=NewIntervall; trIntensity=NewIntensity; } else if (flag) { trIntervall=Intervall; trIntensity=Intensity; } } if (flag || bPerformanceMode) { if (BurstMethod == BURST_Linear) tpl=PickTemplate(); for (i = 0; i < RandFloat(trIntensity); i++) { if (BurstMethod == BURST_Linear) SpawnParticle(TPL); if (BurstMethod == BURST_Random) SpawnParticle(PickTemplate()); } } if (ParticlesLimit > 0) { if (ParteNum <=0)// GoToState('BeforeDie'); //Destroy(); { if (!bNoDelete) GoToState('BeforeDie'); //Destroy(); else GoToState('NoParticles'); } } if (OneShot)// GoToState('BeforeDie'); //Destroy(); { if (!bNoDelete) GoToState('BeforeDie'); //Destroy(); else GoToState('NoParticles'); } } //================================================================ // SYSTEM TICK //================================================================ //simulated function Tick(float DeltaTime){} /*-------------------------------------------------------------------------------------------------------- !!! STATES !!! --------------------------------------------------------------------------------------------------------*/ auto simulated state() NormalParticle { simulated function BeginState() { Disable('Tick'); } Begin: if (Level.NetMode == NM_DedicatedServer) GoToState('NoParticles'); //we need to go to NoParticleState if AfterBegin: if (!bOn) GoTo('NearEnd'); InStateStuff(); NearEnd: sleep(trIntervall); GoTo('AfterBegin'); } //============================================================================= // Toggle when triggered. Implemented in subclass. //============================================================================= simulated state() TriggerToggle {} //============================================================================= // tunrs off when triggered. Implemented in subclass. //============================================================================= simulated state() TriggerTurnsOff {} //============================================================================= // turns on when triggered. Implemented in subclass. //============================================================================= simulated state() TriggerTurnsOn {} //============================================================================= // Start when triggered, Stop when get untriggered. Implemented in subclass. //============================================================================= simulated state() TriggerControl {} //============================================================================= // Blast triggered. Implemented in subclass. //============================================================================= simulated state() TriggeredBlast {} //============================================================================= // State where particles will not be spawned. //============================================================================= simulated state NoParticles { Begin: bOn=false; Disable('Tick'); } auto simulated state Startup { Begin: if (Level.NetMode != NM_DedicatedServer) { GotoState('NormalParticle'); } } //============================================================================= // Searches for existing particles spawned by this Emitter. //============================================================================= simulated function bool PartAlive() { local UIBasicParticle BP, CK; foreach AllActors(class'UIBasicParticle', BP) { if (BP.Owner == self || BP.CallParent == self) { CK=BP; break; } } if (CK != none) return true; else return false; } //============================================================================= // All needed actions before destroying emitter takes place here. //============================================================================= simulated state BeforeDie { Begin: bOn=false; Disable('Tick'); PostBegin: if (WaitForParticles) { if (PartAlive()) { Sleep(WaitPause); GoTo('PostBegin'); } } PreDie: Sleep(BeforeDieSleep); Destroy(); } //============================================================================= // If anyone wants to destroy emitter, he can use this function. //============================================================================= simulated function EmitterDestroy() { GoToState('BeforeDie'); } //============================================================================= // Not used !! //============================================================================= simulated function StopParticles() {} //============================================================================= // Not used !! :P //============================================================================= simulated function Destroyed() { StopParticles(); } /*-------------------------------------------------------------------------------------------------------- !!! PARTICLE SUPPORT !!! Since i cannot read structures from particle class (which sux BTW :P), i had to write functions which will read and return 'em. --------------------------------------------------------------------------------------------------------*/ //MAIN final simulated function float ReturnSlowDown(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 1; return Particle_Main[CurTPL].ParticleSlowingDownFactor; } final simulated function bool ReturnMoveSmooth(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return true; return Particle_Main[CurTPL].bMoveSmooth; } //ANIMATION final simulated function texture ReturnAnimTex(int CurTPL, int TexNum) { if (CurTPL > MAX_TEMPLATES-1 || TexNum > 59) return none; return Particle_Animation[CurTPL].AnimTextures[TexNum]; } final simulated function int ReturnTexNum(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0; return Particle_Animation[CurTPL].NumOfTextures; } final simulated function texture ReturnStAnimTex(int CurTPL, int TexNum) { if (CurTPL > MAX_TEMPLATES-1 || TexNum > 59) return none; if (Particle_Animation[CurTPL].ParticleAnimationStorage == none) return none; return Particle_Animation[CurTPL].ParticleAnimationStorage.Default.ParticleAnimation[TexNum]; } final simulated function bool ReturnSt(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Animation[CurTPL].DefineAnimationStorage; } final simulated function int ReturnStTexNum(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0; if (Particle_Animation[CurTPL].ParticleAnimationStorage == none) return 0; return Particle_Animation[CurTPL].ParticleAnimationStorage.Default.NumOfTextures; } //SIZE final simulated function float ReturnGrow(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0; return abs(Particle_Size[CurTPL].ParticleGrowth); } final simulated function float ReturnGrowth(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0; if (Particle_Size[CurTPL].SizeType == ST_Grow) return abs(Particle_Size[CurTPL].ParticleGrowth); else if (Particle_Size[CurTPL].SizeType == ST_Shrink) return (-1*abs(Particle_Size[CurTPL].ParticleShrink)); else return 0; } //final simulated function bool ReturnCycleSize(int CurTPL){ if(CurTPL > MAX_TEMPLATES-1) return false; return Particle_Size[CurTPL].bCycleSize; } final simulated function ESizeType ReturnCycleSize(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return ST_Normal; return Particle_Size[CurTPL].SizeType; } final simulated function ESizing ReturnSizing(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return SIZING_Infinity; return Particle_Size[CurTPL].Sizing; } final simulated function float ReturnShrink(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0; return (-1*abs(Particle_Size[CurTPL].ParticleShrink)); } final simulated function float ReturnMinSize(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0.0001; return Particle_Size[CurTPL].MinSize; } final simulated function float ReturnMaxSize(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 1; return Particle_Size[CurTPL].MaxSize; } //DISPLAY final simulated function bool ReturnSpriteAnim(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Display[CurTPL].bUseSpriteAnimation; } //DECAL final simulated function class<decal> ReturnDecalClass(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return none; return Particle_Decal[CurTPL].ParticleDecal; } final simulated function texture ReturnDecalTex(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return none; return Particle_Decal[CurTPL].ParticleDecalTexture; } final simulated function int ReturnDecalSize(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 1; return Particle_Decal[CurTPL].ParticleDecalSize; } final simulated function bool ReturnParticleSpawnDecal(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Decal[CurTPL].ParticleSpawnDecal; } final simulated function bool ReturnbLimitDecals(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Decal[CurTPL].bLimitDecals; } //SOUND final simulated function sound ReturnBornSound(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return none; return Particle_Sound[CurTPL].BornSound; } final simulated function sound ReturnDyingSound(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return none; return Particle_Sound[CurTPL].DyingSound; } final simulated function sound ReturnLandingSound(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return none; return Particle_Sound[CurTPL].LandingSound; } final simulated function sound ReturnHittingSound(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return none; return Particle_Sound[CurTPL].HittingSound; } final simulated function sound ReturnTouchingSound(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return none; return Particle_Sound[CurTPL].TouchingSound; } final simulated function ESoundSlot ReturnParticleSoundSlot(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return ESoundSlot.SLOT_None; return Particle_Sound[CurTPL].ParticleSoundSlot; } final simulated function bool ReturnParticleSoundbNoOverride(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Sound[CurTPL].ParticleSoundbNoOverride; } final simulated function float ReturnParticleSoundVolume(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 64; return Particle_Sound[CurTPL].ParticleSoundVolume; } final simulated function float ReturnParticleSoundRadius(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 64; return Particle_Sound[CurTPL].ParticleSoundRadius; } final simulated function float ReturnParticleSoundPitch(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 64; return Particle_Sound[CurTPL].ParticleSoundPitch; } //FADING final simulated function bool ReturnCanFadeIn(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Fading[CurTPL].CanFadeIn; } final simulated function float ReturnFadeInFactor(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0; return Particle_Fading[CurTPL].FadeInScaleFactor; } final simulated function float ReturnFadeIn(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0; return Particle_Fading[CurTPL].FadeInTime; } final simulated function bool ReturnCanFadeOut(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Fading[CurTPL].CanFadeOut; } final simulated function float ReturnFadeOutFactor(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0; return Particle_Fading[CurTPL].FadeOutScaleFactor; } final simulated function float ReturnFadeOut(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0; return Particle_Fading[CurTPL].FadeOutTime; } //DAMAGE final simulated function bool ReturnParticleGivesDamage(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Damage[CurTPL].ParticleGivesDamage; } final simulated function bool ReturnPlayerTakeDamage(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Damage[CurTPL].PlayerTakeDamage; } final simulated function bool ReturnScriptedPawnTakeDamage(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Damage[CurTPL].ScriptedPawnTakeDamage; } final simulated function bool ReturnFlockPawnTakeDamage(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Damage[CurTPL].FlockPawnTakeDamage; } final simulated function bool ReturnOtherActorTakeDamage(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Damage[CurTPL].OtherActorTakeDamage; } final simulated function name ReturnParticleDamageType(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 'Burned'; return Particle_Damage[CurTPL].ParticleDamageType; } final simulated function int ReturnParticleDamage(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0; return Particle_Damage[CurTPL].ParticleDamage; } final simulated function int ReturnMomentumTransfer(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0; return Particle_Damage[CurTPL].MomentumTransfer; } //PHYSICS final simulated function vector ReturnAccel(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return vect(0,0,0); return Particle_Physics[CurTPL].AccelerateFactor; } final simulated function bool ReturnCanAccel(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Physics[CurTPL].bCanAccelerate; } final simulated function vector ReturnTerminalAccel(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return vect(0,0,0); return Particle_Physics[CurTPL].TerminalVelocity; } //COLLISION final simulated function bool ReturnDestroyWhenTouch(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return true; return Particle_Collision[CurTPL].DestroyWhenTouch; } final simulated function bool ReturnDestroyWhenColideWorld(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return true; return Particle_Collision[CurTPL].DestroyWhenColideWorld; } final simulated function bool ReturnDestroyWhenLand(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return true; return Particle_Collision[CurTPL].DestroyWhenLand; } final simulated function bool ReturnDestroyWhenTouchWater(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return true; return Particle_Collision[CurTPL].DestroyWhenTouchWater; } final simulated function bool ReturnStopWhenTouchWall(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Collision[CurTPL].StopWhenTouchWall; } final simulated function bool ReturnStopWhenTouchPawn(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Collision[CurTPL].StopWhenTouchPawn; } final simulated function bool ReturnStickToWall(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Collision[CurTPL].StickToWall; } final simulated function bool ReturnStickToPawn(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Collision[CurTPL].StickToPawn; } final simulated function bool ReturnbSpawnLandEffect(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Collision[CurTPL].bSpawnLandEffect; } final simulated function bool ReturnbOverrideWaterEntrySound(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Collision[CurTPL].bOverrideWaterEntrySound; } final simulated function bool ReturnbOverrideWaterEntryEffect(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Collision[CurTPL].bOverrideWaterEntryEffect; } final simulated function bool ReturnbSpawnEffectOnDestroy(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Collision[CurTPL].bSpawnEffectOnDestroy; } final simulated function sound ReturnWaterEntrySound(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return none; return Particle_Collision[CurTPL].WaterEntrySound; } final simulated function class<actor> ReturnLandEffect(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return none; return Particle_Collision[CurTPL].LandEffect; } final simulated function class<actor> ReturnWaterEntryActor(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return none; return Particle_Collision[CurTPL].WaterEntryActor; } final simulated function class<actor> ReturnDestroyEffect(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return none; return Particle_Collision[CurTPL].DestroyEffect; } //BOUNCE final simulated function bool ReturnCanBounce(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Bounce[CurTPL].CanBounce; } final simulated function bool ReturnEndlessBounce(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Bounce[CurTPL].EndlessBounce; } final simulated function float ReturnBounceRatio(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0; return Particle_Bounce[CurTPL].BounceRatio; } final simulated function float ReturnBounceModifier(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0; return Particle_Bounce[CurTPL].BounceModifier; } final simulated function int ReturnBounceNum(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 0; return Particle_Bounce[CurTPL].BounceNum; } //BOUYANCY final simulated function bool ReturnCanBouyance(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Buoyance[CurTPL].CanBuoyance; } final simulated function bool ReturnSplashWhenHitWater(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Buoyance[CurTPL].SplashWhenHitWater; } final simulated function bool ReturnSoundWhenHitWater(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Buoyance[CurTPL].SoundWhenHitWater; } //INVERSE VELOCITY final simulated function bool ReturnCanLoopInv(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_InvertVelocity[CurTPL].bLoop; } final simulated function bool ReturnCanInv(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_InvertVelocity[CurTPL].bUseInvertVelocity; } final simulated function bool ReturnInvX(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_InvertVelocity[CurTPL].InvertX; } final simulated function bool ReturnInvY(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_InvertVelocity[CurTPL].InvertY; } final simulated function bool ReturnInvZ(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_InvertVelocity[CurTPL].InvertZ; } final simulated function float ReturnInvDelay(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 1; return Particle_InvertVelocity[CurTPL].InvertDelay; } //MESH //final simulated function bool ReturnVelNorm(int CurTPL){ if(CurTPL > MAX_TEMPLATES-1) return false; return Particle_Mesh[CurTPL].bRotVelocity; } final simulated function actor ReturnLookTarget(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return none; return Particle_Mesh[CurTPL].LookTarget; } final simulated function EFType ReturnFaceObject(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return FACE_None; return Particle_Mesh[CurTPL].FaceObject; } //DESTINATION final simulated function actor ReturnTarget(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return none; if (Particle_Destination[CurTPL].DestinationActor == DA_Chosen ) return Particle_Destination[CurTPL].Destination; else return self; } final simulated function EDest ReturnDestinationType(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return DEST_None; return Particle_Destination[CurTPL].DestinationType; } final simulated function bool ReturnbForceFollow(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Destination[CurTPL].bForceFollow; } //Misc final simulated function float ReturnParticlesBounce_Min(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 1; return Particle_Misc[CurTPL].ParticlesBounce_Min; } final simulated function float ReturnParticlesBounce_Max(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 1; return Particle_Misc[CurTPL].ParticlesBounce_Max; } final simulated function bool ReturnbTrailer(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Misc[CurTPL].ParticlesFixedTrailer; } final simulated function bool ReturnbJerkyness(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return false; return Particle_Misc[CurTPL].ParticlesUseJerkyness; } final simulated function float ReturnParticlesJerkyness(int CurTPL) { if (CurTPL > MAX_TEMPLATES-1) return 1; return Particle_Misc[CurTPL].ParticlesJerkyness; } defaultproperties { Particle_Main(0)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(1)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(2)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(3)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(4)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(5)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(6)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(7)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(8)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(9)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(10)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(11)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(12)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(13)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(14)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Main(15)=(ParticleLifeTime=2.000000,ParticleLifeTimeVariance=0.500000,ParticleSlowingDownFactor=1.000000) Particle_Display(0)=(ParticleStyle=STY_Translucent) Particle_Display(1)=(ParticleStyle=STY_Translucent) Particle_Display(2)=(ParticleStyle=STY_Translucent) Particle_Display(3)=(ParticleStyle=STY_Translucent) Particle_Display(4)=(ParticleStyle=STY_Translucent) Particle_Display(5)=(ParticleStyle=STY_Translucent) Particle_Display(6)=(ParticleStyle=STY_Translucent) Particle_Display(7)=(ParticleStyle=STY_Translucent) Particle_Display(8)=(ParticleStyle=STY_Translucent) Particle_Display(9)=(ParticleStyle=STY_Translucent) Particle_Display(10)=(ParticleStyle=STY_Translucent) Particle_Display(11)=(ParticleStyle=STY_Translucent) Particle_Display(12)=(ParticleStyle=STY_Translucent) Particle_Display(13)=(ParticleStyle=STY_Translucent) Particle_Display(14)=(ParticleStyle=STY_Translucent) Particle_Display(15)=(ParticleStyle=STY_Translucent) Particle_Size(0)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(1)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(2)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(3)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(4)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(5)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(6)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(7)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(8)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(9)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(10)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(11)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(12)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(13)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(14)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Size(15)=(ParticleDrawScale=1.000000,ParticleDrawScaleVariance=2.000000,MinSize=0.000010,MaxSize=1.000000) Particle_Sound(0)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(1)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(2)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(3)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(4)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(5)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(6)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(7)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(8)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(9)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(10)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(11)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(12)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(13)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(14)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Sound(15)=(ParticleSoundVolume=64.000000,ParticleSoundRadius=64.000000,ParticleSoundPitch=64.000000) Particle_Fading(0)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(1)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(2)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(3)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(4)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(5)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(6)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(7)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(8)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(9)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(10)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(11)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(12)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(13)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(14)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Fading(15)=(InitailScaleGlow=0.200000,FadeOutTime=0.500000,FadeOutScaleFactor=0.200000,FadeInTime=0.500000,FadeInScaleFactor=0.220000) Particle_Physics(0)=(ParticlePhysics=PHYS_Flying) Particle_Physics(1)=(ParticlePhysics=PHYS_Flying) Particle_Physics(2)=(ParticlePhysics=PHYS_Flying) Particle_Physics(3)=(ParticlePhysics=PHYS_Flying) Particle_Physics(4)=(ParticlePhysics=PHYS_Flying) Particle_Physics(5)=(ParticlePhysics=PHYS_Flying) Particle_Physics(6)=(ParticlePhysics=PHYS_Flying) Particle_Physics(7)=(ParticlePhysics=PHYS_Flying) Particle_Physics(8)=(ParticlePhysics=PHYS_Flying) Particle_Physics(9)=(ParticlePhysics=PHYS_Flying) Particle_Physics(10)=(ParticlePhysics=PHYS_Flying) Particle_Physics(11)=(ParticlePhysics=PHYS_Flying) Particle_Physics(12)=(ParticlePhysics=PHYS_Flying) Particle_Physics(13)=(ParticlePhysics=PHYS_Flying) Particle_Physics(14)=(ParticlePhysics=PHYS_Flying) Particle_Physics(15)=(ParticlePhysics=PHYS_Flying) Particle_Collision(0)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(1)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(2)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(3)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(4)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(5)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(6)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(7)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(8)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(9)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(10)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(11)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(12)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(13)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(14)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Collision(15)=(ParticleCollisonRadius=2.000000,ParticleCollisonHeight=2.000000) Particle_Bounce(0)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(1)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(2)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(3)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(4)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(5)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(6)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(7)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(8)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(9)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(10)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(11)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(12)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(13)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(14)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Bounce(15)=(BounceRatio=0.800000,BounceModifier=15.000000,BounceNum=5) Particle_Buoyance(0)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(1)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(2)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(3)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(4)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(5)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(6)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(7)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(8)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(9)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(10)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(11)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(12)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(13)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(14)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Buoyance(15)=(ParticleBuoyancy=15.000000,ParticleMass=10.000000) Particle_Mesh(0)=(AnimationRate=1.000000) Particle_Mesh(1)=(AnimationRate=1.000000) Particle_Mesh(2)=(AnimationRate=1.000000) Particle_Mesh(3)=(AnimationRate=1.000000) Particle_Mesh(4)=(AnimationRate=1.000000) Particle_Mesh(5)=(AnimationRate=1.000000) Particle_Mesh(6)=(AnimationRate=1.000000) Particle_Mesh(7)=(AnimationRate=1.000000) Particle_Mesh(8)=(AnimationRate=1.000000) Particle_Mesh(9)=(AnimationRate=1.000000) Particle_Mesh(10)=(AnimationRate=1.000000) Particle_Mesh(11)=(AnimationRate=1.000000) Particle_Mesh(12)=(AnimationRate=1.000000) Particle_Mesh(13)=(AnimationRate=1.000000) Particle_Mesh(14)=(AnimationRate=1.000000) Particle_Mesh(15)=(AnimationRate=1.000000) Particle_RandomRotation(0)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(1)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(2)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(3)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(4)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(5)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(6)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(7)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(8)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(9)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(10)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(11)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(12)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(13)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(14)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) Particle_RandomRotation(15)=(bRandPitch=True,bRandYaw=True,bRandRoll=True,MaxRotation=(Pitch=65536,Yaw=65536,Roll=65536)) NewIntervall=0.400000 NewIntensity=1.000000 Intervall=0.400000 intensity=1.000000 bOn=True VisibilityRadius=14000.000000 BeforeDieSleep=0.100000 WaitForParticles=True WaitPause=0.300000 bHidden=True bNoDelete=True bStasis=True RemoteRole=ROLE_SimulatedProxy InitialState="NormalParticle" bDirectional=True Texture=Texture'UnrealShare.Icons.ParticleEmitter' DrawScale=0.500000 } |
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