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UnrealShare.RainGen

Extends
Effects

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Effects
      |   
      +-- UnrealShare.RainGen

Constants Summary
Inherited Contants from Engine.Actor
NF_NotCsg, NF_NotVisBlocking, NF_ShootThrough, PF_AlphaBlend, PF_AutoUPan, PF_AutoVPan, PF_BigWavy, PF_Environment, PF_FakeBackdrop, PF_Invisible, PF_Masked, PF_Mirrored, PF_Modulated, PF_NoSmooth, PF_Semisolid, PF_SmallWavy, PF_SpecialLit, PF_Translucent, PF_Unlit

Variables Summary
floatticktime
Rain_Behaviour
boolbLightning
boolbLogSpawnfailures
boolbThunder
intDropSpeed
floatintensity
intRainRadius
Rain_Looks
boolbCreatePuddles
TextureCustomTexture
floatDropSize
ERainTypeRainDrawType
Rain_Sounds
intRainVolume
intSoundRadius
SoundThunderSound1
SoundThunderSound2
Inherited Variables from Engine.Effects
bOnlyTriggerable, EffectSound1, EffectSound2
Inherited Variables from Engine.Actor
Acceleration, ActorGUnlitColor, ActorRenderColor, AmbientGlow, AmbientSound, AnimationNotify, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysRender, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDarkLight, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEditorSelectRender, bEdLocked, bEdShouldSnap, bEdSnap, bFilterByVolume, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHandleOwnCorona, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsInOctree, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetNotify, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoDynamicShadowCast, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bPathCollision, bProjectorDecal, bProjTarget, bRandomFrame, bRenderMultiEnviroMaps, bRepAmbientSound, bRepAnimations, bReplicateInstigator, bRepMesh, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSimulatedPawn, bSimulatedPawnRep, bSinglePlayer, bSkipActorReplication, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUseLitSprite, bUseMeshCollision, bWorldGeometry, CollisionHeight, CollisionOverride, CollisionRadius, CollisionTag, ColLocation, CoronaAlpha, DefaultAnimationNotify, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawScale3D, DrawType, Event, ExtraTag, Fatness, Group, HitActor, InitialState, Instigator, Inventory, LastRenderedTime, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightDataPtr, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MeshDataPtr, MeshInstance, MiscNumber, MultiSkins[8], MultiTimers, NetInitialProperties, NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, ProjectorList, RealTouching, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, ShadowMesh, SimAnim, SkelAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, SpriteProjForward, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel

Enumerations Summary
ERainType
Custom_Texture, Rain_Drop, Rain_Line, Rain_LongLine, Snow_Star, Snow_Round, Snow_ThickFlake, Snow_ThinFlake
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
MultiTimerType, PointRegion

Functions Summary
function PreBeginPlay ()))
functionint RandomNeg (int Max))
function Tick (float deltatime))
function Timer ()))
Inherited Functions from Engine.Actor
AddToPackagesMap, AllActors, AllFrameVerts, AllLibaries, AnimEnd, AnimEndOnBone, Attach, AttachActorToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, CanReachPoint, ChildActors, ConsoleCommand, DeatachFromBone, DemoPlaySound, Destroy, Destroyed, Detach, DrawDebugBox, DrawDebugLine, DrawDebugSphere, DrawEditorSelection, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetBestTraceLineVertex, GetBoneCoords, GetBoneIndex, GetBoneName, GetBoneRotation, GetClosestVertex, GetExtent, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetSoundDuration, GetTriggerActor, GetURLMap, GetVertexCount, GetVertexPos, HasAnim, HitWall, HurtRadius, IntDescIterator, InterpolateEnd, IsAnimating, IsInPackageMap, KillCredit, KilledBy, Landed, LinkSkelAnim, LoopAnim, LostChild, MakeNoise, MeshTrace, Move, MoveSmooth, NativeExec, NotifyLevelChange, NotifyPathDefine, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, Reset, ResetSkeletalMesh, SetBase, SetBonePosition, SetBoneRoot, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, SkelPlayAnim, Sleep, Spawn, SpawnAct, Spawned, SpecialHandling, StopSkelAnim, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TraceSurfHitInfo, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnTouch, UnTrigger, UnTriggerEvent, VisibleActors, VisibleCollidingActors, WriteDeathMessage, ZoneChange


Variables Detail

ticktime Source code

var float ticktime;

Rain_Behaviour

bLightning Source code

var(Rain_Behaviour) bool bLightning;

bLogSpawnfailures Source code

var(Rain_Behaviour) bool bLogSpawnfailures;

bThunder Source code

var(Rain_Behaviour) bool bThunder;

DropSpeed Source code

var(Rain_Behaviour) int DropSpeed;

intensity Source code

var(Rain_Behaviour) float intensity;

RainRadius Source code

var(Rain_Behaviour) int RainRadius;

Rain_Looks

bCreatePuddles Source code

var(Rain_Looks) bool bCreatePuddles;

CustomTexture Source code

var(Rain_Looks) Texture CustomTexture;

DropSize Source code

var(Rain_Looks) float DropSize;

RainDrawType Source code

var(Rain_Looks) ERainType RainDrawType;

Rain_Sounds

RainVolume Source code

var(Rain_Sounds) int RainVolume;

SoundRadius Source code

var(Rain_Sounds) int SoundRadius;

ThunderSound1 Source code

var(Rain_Sounds) Sound ThunderSound1;

ThunderSound2 Source code

var(Rain_Sounds) Sound ThunderSound2;


Enumerations Detail

ERainType Source code

enum ERainType
{
Custom_Texture, Rain_Drop, Rain_Line, Rain_LongLine, Snow_Star, Snow_Round, Snow_ThickFlake, Snow_ThinFlake
};


Functions Detail

PreBeginPlay Source code

simulated function PreBeginPlay ( ) )

RandomNeg Source code

simulated function int RandomNeg ( int Max) )

Tick Source code

simulated function Tick ( float deltatime) )

Timer Source code

simulated function Timer ( ) )


Defaultproperties

defaultproperties
{
				RainDrawType=Rain_Drop
				DropSize=0.090000
				bCreatePuddles=True
				intensity=0.020000
				DropSpeed=200
				RainRadius=50
				bThunder=True
				bLightning=True
				ThunderSound1=Sound'UnrealShare.Rain.Thunder'
				ThunderSound2=Sound'UnrealShare.Rain.Thunder2'
				SoundRadius=500
				RainVolume=25
				EffectSound1=Sound'UnrealShare.Rain.WaterStream2'
				EffectSound2=Sound'UnrealShare.Rain.RainFountain'
				bHidden=True
				RemoteRole=ROLE_SimulatedProxy
				Velocity=(X=5.000000,Y=20.000000,Z=50.000000)
				DrawType=DT_Sprite
				Texture=Texture'Engine.S_Player'
				AmbientSound=Sound'UnrealShare.Rain.WaterStream'
}

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Creation time: zo 11-11-2012 21:14:12.006 - Created with UnCodeX