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//by Raven class UIWeatherSimulator extends UIWeather; #exec TEXTURE IMPORT NAME=wss FILE="Textures\Icons\wss.bmp" GROUP=Icons LODSET=2 //Storm var(Weather_Storm) bool bUseStorm; // is strom enabled var(Weather_Storm) bool bAffectLight; // should affect lights (class WeatherLight) var(Weather_Storm) byte StormBrightness; // light brightness in storm var(Weather_Storm) float StormProbability; // 1.0 - 100% storm var(Weather_Storm) int StormTime; // in seconds var(Weather_Storm) int MinTimeBetweenStorms; // in seconds var(Weather_Storm) name StormEvent; // event called when storm begins/ends //Rain var(Weather_RainAndSnow) bool bUseRain; var(Weather_RainAndSnow) float RainProbability; // 1.0 - 100% rain var(Weather_RainAndSnow) int RainTime; // in seconds var(Weather_RainAndSnow) int MinTimeBetweenRains; // in seconds var(Weather_RainAndSnow) name RainEvent; // event called when rain begins/ends var(Weather_RainAndSnow) bool bRainOnlyInStorm; // if true, rain will be simulated only when storm var int PassedRain; var int PassedStorm; var int WaitStorm; var int WaitRain; replication { reliable if (Role == ROLE_Authority) DoRain, DoLight, DoStorm; } function DoRain(optional bool bRain) { local UITriggeredRainSound CHTriggeredRainSound; local SimulatorAtmospheric SimulatorAtmospheric; foreach AllActors(class'UITriggeredRainSound', CHTriggeredRainSound, Event) { if (CHTriggeredRainSound != none) CHTriggeredRainSound.AssignRain(bRain); } foreach AllActors(class'SimulatorAtmospheric', SimulatorAtmospheric, Event) { if (SimulatorAtmospheric != none) SimulatorAtmospheric.SetOn(bRain); } TriggerEvent(RainEvent,Self,Instigator); } function DoLight(bool bStorm) { local UIWeatherLight CHWeatherLight; foreach AllActors(class'UIWeatherLight', CHWeatherLight, Event) { if (CHWeatherLight != none) { if (bStorm) CHWeatherLight.DecBrightness(StormBrightness); else CHWeatherLight.AddBrightness(); } } } function DoStorm(bool bStorm) { local UILightningTrigger CHLightningTrigger; foreach AllActors(class'UILightningTrigger', CHLightningTrigger, Event) { if (CHLightningTrigger != none) CHLightningTrigger.Storm(bStorm); } TriggerEvent(StormEvent,Self,Instigator); } auto state MainState { Begin: //storm functions if (bUseStorm) { if (WaitStorm <= 0) { if (PassedStorm <= 0) { if (FRand() <= StormProbability) { PassedStorm=StormTime; DoStorm(true); if (bAffectLight) DoLight(true); } } else { PassedStorm--; if (PassedStorm <= 0) { DoStorm(false); if (bAffectLight) DoLight(false); WaitStorm=MinTimeBetweenStorms; } } } else { WaitStorm--; } } //rain functions if (bRainOnlyInStorm) GoTo('RainSlave'); if (bUseRain) { if (WaitRain <= 0) { if (PassedRain <= 0) { if (FRand() <= RainProbability) { PassedRain=RainTime; DoRain(true); } } else { PassedRain--; if (PassedRain <= 0) { DoRain(false); WaitRain=MinTimeBetweenRains; } } } else { WaitRain--; } } if (!bRainOnlyInStorm) GoTo('End'); RainSlave: if (bUseRain) { if (PassedStorm > 0) { if (WaitRain <= 0) { if (PassedRain <= 0) { if (FRand() <= RainProbability) { PassedRain=RainTime; DoRain(true); } } else { PassedRain--; if (PassedRain <= 0) { DoRain(false); WaitRain=MinTimeBetweenRains; } } } else { WaitRain--; } } else { DoRain(false); PassedRain=0; WaitRain=0; } } End: Sleep(1.0); GoTo('Begin'); } defaultproperties { bAffectLight=True StormBrightness=40 StormProbability=0.400000 StormTime=120 MinTimeBetweenStorms=200 RainProbability=0.400000 RainTime=120 MinTimeBetweenRains=200 bHidden=True Texture=Texture'UnrealShare.Icons.wss' } |
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