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UnrealShare.UIParticleEmitter

Extends
UIParticleSystem

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UnrealShare.UIFX
      |   
      +-- UnrealShare.UIParticleSystem
         |   
         +-- UnrealShare.UIParticleEmitter

Direct Known Subclasses:

Atmospheric, SimulatorAtmospheric, UIDynamicEmitter, UIExtendedEmitter, UIFireEmitter, UIParticleTest

Constants Summary
MAX_TEMPLATES=16

Variables Summary
floatBCKSpray
floatBCKSprayVariance
intChosenTemplate
UIBasicParticleDPM
boolflag
floatmy_time
intParteNum
rotatorRndRot
rotatorRndRot2
floatRotatModif
floatRotatModifVar
boolSetWindRotator
floattrIntensity
floattrIntervall
rotatorWindRotator
ParticleEmitter
boolbOn
boolbPerformanceMode
BurstBurstMethod
vectorEffectArea
floatGeneratorLife
floatIntensity
floatIntervall
boolLineOfSightCheck
floatNewIntensity
floatNewIntervall
boolOneShot
floatParticleProjForward
intParticlesLimit
SelectSelectionMethod
floatVisibilityRadius
ParticleEmitter_Die
floatBeforeDieSleep
boolWaitForParticles
floatWaitPause
ParticleTemplate
SAdvSpwnAdvancedSpawning[16]
intNumTemplates
SAdvancedParticle_Advanced[16]
SAnimationParticle_Animation[16]
SBounceParticle_Bounce[16]
SBuoyanceParticle_Buoyance[16]
SCollisionParticle_Collision[16]
SDamageParticle_Damage[16]
SDecalParticle_Decal[16]
SDestParticle_Destination[16]
SDisplayParticle_Display[16]
SSpawnPlaceParticle_EffectArea[16]
SFadingParticle_Fading[16]
SGlobalParticle_Global
SVelocityParticle_InvertVelocity[16]
SLightColorParticle_LightColor[16]
SLightingParticle_Lighting[16]
SLightParticle_Light[16]
SMainParticle_Main[16]
SMeshParticle_Mesh[16]
SMiscParticle_Misc[16]
SPPhysicsParticle_Physics[16]
SRotParticle_RandomRotation[16]
SSizeParticle_Size[16]
SSoundParticle_Sound[16]
SSpawnEffectParticle_SpawnEffect[16]

Enumerations Summary
Burst
BURST_Linear, BURST_Random
Select
SELECT_Linear, SELECT_Random
Inherited Enumerations from UnrealShare.UIParticleSystem
EAccelType, EDest, EDestActor, EFType, ESizeType, ESizing, ESpawnStyle, ESType, ETAnim

Structures Summary
Inherited Structures from UnrealShare.UIParticleSystem
SAdvanced, SAdvSpwn, SAnimation, SBounce, SBuoyance, SCollision, SDamage, SDecal, SDest, SDisplay, SFading, SGlobal, SLight, SLightColor, SLighting, SMain, SMesh, SMisc, SPPhysics, SRot, SSize, SSound, SSpawnEffect, SSpawnPlace, SVelocity

Functions Summary
function BeginPlay ()))
function BeginState ()))
NormalParticle
functionvector CalcSurface (float radius))
functionvector CalculateBox (vector Orig, vector MinVal, vector MaxVal, int TPL))
functionvector CalculateBoxSurface (vector MinVal, vector MaxVal))
functionvector CalculateCylinder (int TPL))
functionvector CalculateDiscSurface (int TPL))
functionvector CalculateOnCylSurf (int TPL))
functionvector CalculateSphere (int TPL))
functionvector CalculateWithinCylinder (int TPL))
function Destroyed ()))
function EmitterDestroy ()))
function InStateStuff ()))
functionbool PartAlive ()))
functionint PickTemplate ()))
function PreBeginPlay ()))
functionvector ReturnAccel (int CurTPL))
functiontexture ReturnAnimTex (int CurTPL, int TexNum))
functionbool ReturnbForceFollow (int CurTPL))
functionbool ReturnbJerkyness (int CurTPL))
functionbool ReturnbLimitDecals (int CurTPL))
functionsound ReturnBornSound (int CurTPL))
functionfloat ReturnBounceModifier (int CurTPL))
functionint ReturnBounceNum (int CurTPL))
functionfloat ReturnBounceRatio (int CurTPL))
functionbool ReturnbOverrideWaterEntryEffect (int CurTPL))
functionbool ReturnbOverrideWaterEntrySound (int CurTPL))
functionbool ReturnbSpawnEffectOnDestroy (int CurTPL))
functionbool ReturnbSpawnLandEffect (int CurTPL))
functionbool ReturnbTrailer (int CurTPL))
functionbool ReturnCanAccel (int CurTPL))
functionbool ReturnCanBounce (int CurTPL))
functionbool ReturnCanBouyance (int CurTPL))
functionbool ReturnCanFadeIn (int CurTPL))
functionbool ReturnCanFadeOut (int CurTPL))
functionbool ReturnCanInv (int CurTPL))
functionbool ReturnCanLoopInv (int CurTPL))
functionESizeType ReturnCycleSize (int CurTPL))
functionclass<decalReturnDecalClass (int CurTPL))
functionint ReturnDecalSize (int CurTPL))
functiontexture ReturnDecalTex (int CurTPL))
functionEDest ReturnDestinationType (int CurTPL))
functionclass<actorReturnDestroyEffect (int CurTPL))
functionbool ReturnDestroyWhenColideWorld (int CurTPL))
functionbool ReturnDestroyWhenLand (int CurTPL))
functionbool ReturnDestroyWhenTouch (int CurTPL))
functionbool ReturnDestroyWhenTouchWater (int CurTPL))
functionsound ReturnDyingSound (int CurTPL))
functionbool ReturnEndlessBounce (int CurTPL))
functionEFType ReturnFaceObject (int CurTPL))
functionfloat ReturnFadeIn (int CurTPL))
functionfloat ReturnFadeInFactor (int CurTPL))
functionfloat ReturnFadeOut (int CurTPL))
functionfloat ReturnFadeOutFactor (int CurTPL))
functionbool ReturnFlockPawnTakeDamage (int CurTPL))
functionfloat ReturnGrow (int CurTPL))
functionfloat ReturnGrowth (int CurTPL))
functionsound ReturnHittingSound (int CurTPL))
functionfloat ReturnInvDelay (int CurTPL))
functionbool ReturnInvX (int CurTPL))
functionbool ReturnInvY (int CurTPL))
functionbool ReturnInvZ (int CurTPL))
functionclass<actorReturnLandEffect (int CurTPL))
functionsound ReturnLandingSound (int CurTPL))
functionactor ReturnLookTarget (int CurTPL))
functionfloat ReturnMaxSize (int CurTPL))
functionfloat ReturnMinSize (int CurTPL))
functionint ReturnMomentumTransfer (int CurTPL))
functionbool ReturnMoveSmooth (int CurTPL))
functionbool ReturnOtherActorTakeDamage (int CurTPL))
functionint ReturnParticleDamage (int CurTPL))
functionname ReturnParticleDamageType (int CurTPL))
functionbool ReturnParticleGivesDamage (int CurTPL))
functionfloat ReturnParticlesBounce_Max (int CurTPL))
functionfloat ReturnParticlesBounce_Min (int CurTPL))
functionfloat ReturnParticlesJerkyness (int CurTPL))
functionbool ReturnParticleSoundbNoOverride (int CurTPL))
functionfloat ReturnParticleSoundPitch (int CurTPL))
functionfloat ReturnParticleSoundRadius (int CurTPL))
functionESoundSlot ReturnParticleSoundSlot (int CurTPL))
functionfloat ReturnParticleSoundVolume (int CurTPL))
functionbool ReturnParticleSpawnDecal (int CurTPL))
functionbool ReturnPlayerTakeDamage (int CurTPL))
functionbool ReturnScriptedPawnTakeDamage (int CurTPL))
functionfloat ReturnShrink (int CurTPL))
functionESizing ReturnSizing (int CurTPL))
functionfloat ReturnSlowDown (int CurTPL))
functionbool ReturnSoundWhenHitWater (int CurTPL))
functionbool ReturnSplashWhenHitWater (int CurTPL))
functionbool ReturnSpriteAnim (int CurTPL))
functionbool ReturnSt (int CurTPL))
functiontexture ReturnStAnimTex (int CurTPL, int TexNum))
functionbool ReturnStickToPawn (int CurTPL))
functionbool ReturnStickToWall (int CurTPL))
functionbool ReturnStopWhenTouchPawn (int CurTPL))
functionbool ReturnStopWhenTouchWall (int CurTPL))
functionint ReturnStTexNum (int CurTPL))
functionactor ReturnTarget (int CurTPL))
functionvector ReturnTerminalAccel (int CurTPL))
functionint ReturnTexNum (int CurTPL))
functionsound ReturnTouchingSound (int CurTPL))
functionclass<actorReturnWaterEntryActor (int CurTPL))
functionsound ReturnWaterEntrySound (int CurTPL))
function SetWind (rotator WindRot, bool SetWindRot, float RotMod, float RotModVar))
function SpawnParticle (int TPL))
function StopParticles ()))
function Timer ()))
Inherited Functions from UnrealShare.UIParticleSystem
Jiiter, RandFloat, RotateVector

States Summary
BeforeDie Source code
simulated state BeforeDie
NoParticles Source code
simulated state NoParticles
NormalParticle Source code
auto simulated state NormalParticle
BeginState
Startup Source code
auto simulated state Startup
TriggerControl Source code
simulated state TriggerControl
TriggeredBlast Source code
simulated state TriggeredBlast
TriggerToggle Source code
simulated state TriggerToggle
TriggerTurnsOff Source code
simulated state TriggerTurnsOff
TriggerTurnsOn Source code
simulated state TriggerTurnsOn


Constants Detail

MAX_TEMPLATES Source code

const MAX_TEMPLATES = 16;


Variables Detail

BCKSpray Source code

var float BCKSpray;

BCKSprayVariance Source code

var float BCKSprayVariance;

ChosenTemplate Source code

var int ChosenTemplate;

DPM Source code

var UIBasicParticle DPM;

flag Source code

var bool flag;

my_time Source code

var float my_time;

ParteNum Source code

var int ParteNum;

RndRot Source code

var rotator RndRot;

RndRot2 Source code

var rotator RndRot2;

RotatModif Source code

var float RotatModif;

RotatModifVar Source code

var float RotatModifVar;

SetWindRotator Source code

var bool SetWindRotator;

trIntensity Source code

var float trIntensity;

trIntervall Source code

var float trIntervall;

WindRotator Source code

var rotator WindRotator;

ParticleEmitter

bOn Source code

var(ParticleEmitter) bool bOn;

bPerformanceMode Source code

var(ParticleEmitter) bool bPerformanceMode;

BurstMethod Source code

var(ParticleEmitter) Burst BurstMethod;

EffectArea Source code

var(ParticleEmitter) vector EffectArea;

GeneratorLife Source code

var(ParticleEmitter) float GeneratorLife;

Intensity Source code

var(ParticleEmitter) float Intensity;

Intervall Source code

var(ParticleEmitter) float Intervall;

LineOfSightCheck Source code

var(ParticleEmitter) bool LineOfSightCheck;

NewIntensity Source code

var(ParticleEmitter) float NewIntensity;

NewIntervall Source code

var(ParticleEmitter) float NewIntervall;

OneShot Source code

var(ParticleEmitter) bool OneShot;

ParticleProjForward Source code

var(ParticleEmitter) float ParticleProjForward;

ParticlesLimit Source code

var(ParticleEmitter) int ParticlesLimit;

SelectionMethod Source code

var(ParticleEmitter) Select SelectionMethod;

VisibilityRadius Source code

var(ParticleEmitter) float VisibilityRadius;

ParticleEmitter_Die

BeforeDieSleep Source code

var(ParticleEmitter_Die) float BeforeDieSleep;

WaitForParticles Source code

var(ParticleEmitter_Die) bool WaitForParticles;

WaitPause Source code

var(ParticleEmitter_Die) float WaitPause;

ParticleTemplate

AdvancedSpawning[16] Source code

var(ParticleTemplate) SAdvSpwn AdvancedSpawning[16];

NumTemplates Source code

var(ParticleTemplate) int NumTemplates;

Particle_Advanced[16] Source code

var(ParticleTemplate) SAdvanced Particle_Advanced[16];

Particle_Animation[16] Source code

var(ParticleTemplate) SAnimation Particle_Animation[16];

Particle_Bounce[16] Source code

var(ParticleTemplate) SBounce Particle_Bounce[16];

Particle_Buoyance[16] Source code

var(ParticleTemplate) SBuoyance Particle_Buoyance[16];

Particle_Collision[16] Source code

var(ParticleTemplate) SCollision Particle_Collision[16];

Particle_Damage[16] Source code

var(ParticleTemplate) SDamage Particle_Damage[16];

Particle_Decal[16] Source code

var(ParticleTemplate) SDecal Particle_Decal[16];

Particle_Destination[16] Source code

var(ParticleTemplate) SDest Particle_Destination[16];

Particle_Display[16] Source code

var(ParticleTemplate) SDisplay Particle_Display[16];

Particle_EffectArea[16] Source code

var(ParticleTemplate) SSpawnPlace Particle_EffectArea[16];

Particle_Fading[16] Source code

var(ParticleTemplate) SFading Particle_Fading[16];

Particle_Global Source code

var(ParticleTemplate) SGlobal Particle_Global;

Particle_InvertVelocity[16] Source code

var(ParticleTemplate) SVelocity Particle_InvertVelocity[16];

Particle_LightColor[16] Source code

var(ParticleTemplate) SLightColor Particle_LightColor[16];

Particle_Lighting[16] Source code

var(ParticleTemplate) SLighting Particle_Lighting[16];

Particle_Light[16] Source code

var(ParticleTemplate) SLight Particle_Light[16];

Particle_Main[16] Source code

var(ParticleTemplate) SMain Particle_Main[16];

Particle_Mesh[16] Source code

var(ParticleTemplate) SMesh Particle_Mesh[16];

Particle_Misc[16] Source code

var(ParticleTemplate) SMisc Particle_Misc[16];

Particle_Physics[16] Source code

var(ParticleTemplate) SPPhysics Particle_Physics[16];

Particle_RandomRotation[16] Source code

var(ParticleTemplate) SRot Particle_RandomRotation[16];

Particle_Size[16] Source code

var(ParticleTemplate) SSize Particle_Size[16];

Particle_Sound[16] Source code

var(ParticleTemplate) SSound Particle_Sound[16];

Particle_SpawnEffect[16] Source code

var(ParticleTemplate) SSpawnEffect Particle_SpawnEffect[16];


Enumerations Detail

Burst Source code

enum Burst
{
BURST_Linear, BURST_Random
};

Select Source code

enum Select
{
SELECT_Linear, SELECT_Random
};


Functions Detail

BeginPlay Source code

simulated function BeginPlay ( ) )

BeginState NormalParticle Source code

simulated function BeginState ( ) )

CalcSurface Source code

simulated function vector CalcSurface ( float radius) )

CalculateBox Source code

simulated function vector CalculateBox ( vector Orig, vector MinVal, vector MaxVal, int TPL) )

CalculateBoxSurface Source code

simulated function vector CalculateBoxSurface ( vector MinVal, vector MaxVal) )

CalculateCylinder Source code

simulated function vector CalculateCylinder ( int TPL) )

CalculateDiscSurface Source code

simulated function vector CalculateDiscSurface ( int TPL) )

CalculateOnCylSurf Source code

simulated function vector CalculateOnCylSurf ( int TPL) )

CalculateSphere Source code

simulated function vector CalculateSphere ( int TPL) )

CalculateWithinCylinder Source code

simulated function vector CalculateWithinCylinder ( int TPL) )

Destroyed Source code

simulated function Destroyed ( ) )

EmitterDestroy Source code

simulated function EmitterDestroy ( ) )

InStateStuff Source code

simulated function InStateStuff ( ) )

PartAlive Source code

simulated function bool PartAlive ( ) )

PickTemplate Source code

simulated function int PickTemplate ( ) )

PreBeginPlay Source code

simulated function PreBeginPlay ( ) )

ReturnAccel Source code

final simulated function vector ReturnAccel ( int CurTPL) )

ReturnAnimTex Source code

final simulated function texture ReturnAnimTex ( int CurTPL, int TexNum) )

ReturnbForceFollow Source code

final simulated function bool ReturnbForceFollow ( int CurTPL) )

ReturnbJerkyness Source code

final simulated function bool ReturnbJerkyness ( int CurTPL) )

ReturnbLimitDecals Source code

final simulated function bool ReturnbLimitDecals ( int CurTPL) )

ReturnBornSound Source code

final simulated function sound ReturnBornSound ( int CurTPL) )

ReturnBounceModifier Source code

final simulated function float ReturnBounceModifier ( int CurTPL) )

ReturnBounceNum Source code

final simulated function int ReturnBounceNum ( int CurTPL) )

ReturnBounceRatio Source code

final simulated function float ReturnBounceRatio ( int CurTPL) )

ReturnbOverrideWaterEntryEffect Source code

final simulated function bool ReturnbOverrideWaterEntryEffect ( int CurTPL) )

ReturnbOverrideWaterEntrySound Source code

final simulated function bool ReturnbOverrideWaterEntrySound ( int CurTPL) )

ReturnbSpawnEffectOnDestroy Source code

final simulated function bool ReturnbSpawnEffectOnDestroy ( int CurTPL) )

ReturnbSpawnLandEffect Source code

final simulated function bool ReturnbSpawnLandEffect ( int CurTPL) )

ReturnbTrailer Source code

final simulated function bool ReturnbTrailer ( int CurTPL) )

ReturnCanAccel Source code

final simulated function bool ReturnCanAccel ( int CurTPL) )

ReturnCanBounce Source code

final simulated function bool ReturnCanBounce ( int CurTPL) )

ReturnCanBouyance Source code

final simulated function bool ReturnCanBouyance ( int CurTPL) )

ReturnCanFadeIn Source code

final simulated function bool ReturnCanFadeIn ( int CurTPL) )

ReturnCanFadeOut Source code

final simulated function bool ReturnCanFadeOut ( int CurTPL) )

ReturnCanInv Source code

final simulated function bool ReturnCanInv ( int CurTPL) )

ReturnCanLoopInv Source code

final simulated function bool ReturnCanLoopInv ( int CurTPL) )

ReturnCycleSize Source code

final simulated function ESizeType ReturnCycleSize ( int CurTPL) )

ReturnDecalClass Source code

final simulated function class<decal> ReturnDecalClass ( int CurTPL) )

ReturnDecalSize Source code

final simulated function int ReturnDecalSize ( int CurTPL) )

ReturnDecalTex Source code

final simulated function texture ReturnDecalTex ( int CurTPL) )

ReturnDestinationType Source code

final simulated function EDest ReturnDestinationType ( int CurTPL) )

ReturnDestroyEffect Source code

final simulated function class<actor> ReturnDestroyEffect ( int CurTPL) )

ReturnDestroyWhenColideWorld Source code

final simulated function bool ReturnDestroyWhenColideWorld ( int CurTPL) )

ReturnDestroyWhenLand Source code

final simulated function bool ReturnDestroyWhenLand ( int CurTPL) )

ReturnDestroyWhenTouch Source code

final simulated function bool ReturnDestroyWhenTouch ( int CurTPL) )

ReturnDestroyWhenTouchWater Source code

final simulated function bool ReturnDestroyWhenTouchWater ( int CurTPL) )

ReturnDyingSound Source code

final simulated function sound ReturnDyingSound ( int CurTPL) )

ReturnEndlessBounce Source code

final simulated function bool ReturnEndlessBounce ( int CurTPL) )

ReturnFaceObject Source code

final simulated function EFType ReturnFaceObject ( int CurTPL) )

ReturnFadeIn Source code

final simulated function float ReturnFadeIn ( int CurTPL) )

ReturnFadeInFactor Source code

final simulated function float ReturnFadeInFactor ( int CurTPL) )

ReturnFadeOut Source code

final simulated function float ReturnFadeOut ( int CurTPL) )

ReturnFadeOutFactor Source code

final simulated function float ReturnFadeOutFactor ( int CurTPL) )

ReturnFlockPawnTakeDamage Source code

final simulated function bool ReturnFlockPawnTakeDamage ( int CurTPL) )

ReturnGrow Source code

final simulated function float ReturnGrow ( int CurTPL) )

ReturnGrowth Source code

final simulated function float ReturnGrowth ( int CurTPL) )

ReturnHittingSound Source code

final simulated function sound ReturnHittingSound ( int CurTPL) )

ReturnInvDelay Source code

final simulated function float ReturnInvDelay ( int CurTPL) )

ReturnInvX Source code

final simulated function bool ReturnInvX ( int CurTPL) )

ReturnInvY Source code

final simulated function bool ReturnInvY ( int CurTPL) )

ReturnInvZ Source code

final simulated function bool ReturnInvZ ( int CurTPL) )

ReturnLandEffect Source code

final simulated function class<actor> ReturnLandEffect ( int CurTPL) )

ReturnLandingSound Source code

final simulated function sound ReturnLandingSound ( int CurTPL) )

ReturnLookTarget Source code

final simulated function actor ReturnLookTarget ( int CurTPL) )

ReturnMaxSize Source code

final simulated function float ReturnMaxSize ( int CurTPL) )

ReturnMinSize Source code

final simulated function float ReturnMinSize ( int CurTPL) )

ReturnMomentumTransfer Source code

final simulated function int ReturnMomentumTransfer ( int CurTPL) )

ReturnMoveSmooth Source code

final simulated function bool ReturnMoveSmooth ( int CurTPL) )

ReturnOtherActorTakeDamage Source code

final simulated function bool ReturnOtherActorTakeDamage ( int CurTPL) )

ReturnParticleDamage Source code

final simulated function int ReturnParticleDamage ( int CurTPL) )

ReturnParticleDamageType Source code

final simulated function name ReturnParticleDamageType ( int CurTPL) )

ReturnParticleGivesDamage Source code

final simulated function bool ReturnParticleGivesDamage ( int CurTPL) )

ReturnParticlesBounce_Max Source code

final simulated function float ReturnParticlesBounce_Max ( int CurTPL) )

ReturnParticlesBounce_Min Source code

final simulated function float ReturnParticlesBounce_Min ( int CurTPL) )

ReturnParticlesJerkyness Source code

final simulated function float ReturnParticlesJerkyness ( int CurTPL) )

ReturnParticleSoundbNoOverride Source code

final simulated function bool ReturnParticleSoundbNoOverride ( int CurTPL) )

ReturnParticleSoundPitch Source code

final simulated function float ReturnParticleSoundPitch ( int CurTPL) )

ReturnParticleSoundRadius Source code

final simulated function float ReturnParticleSoundRadius ( int CurTPL) )

ReturnParticleSoundSlot Source code

final simulated function ESoundSlot ReturnParticleSoundSlot ( int CurTPL) )

ReturnParticleSoundVolume Source code

final simulated function float ReturnParticleSoundVolume ( int CurTPL) )

ReturnParticleSpawnDecal Source code

final simulated function bool ReturnParticleSpawnDecal ( int CurTPL) )

ReturnPlayerTakeDamage Source code

final simulated function bool ReturnPlayerTakeDamage ( int CurTPL) )

ReturnScriptedPawnTakeDamage Source code

final simulated function bool ReturnScriptedPawnTakeDamage ( int CurTPL) )

ReturnShrink Source code

final simulated function float ReturnShrink ( int CurTPL) )

ReturnSizing Source code

final simulated function ESizing ReturnSizing ( int CurTPL) )

ReturnSlowDown Source code

final simulated function float ReturnSlowDown ( int CurTPL) )

ReturnSoundWhenHitWater Source code

final simulated function bool ReturnSoundWhenHitWater ( int CurTPL) )

ReturnSplashWhenHitWater Source code

final simulated function bool ReturnSplashWhenHitWater ( int CurTPL) )

ReturnSpriteAnim Source code

final simulated function bool ReturnSpriteAnim ( int CurTPL) )

ReturnSt Source code

final simulated function bool ReturnSt ( int CurTPL) )

ReturnStAnimTex Source code

final simulated function texture ReturnStAnimTex ( int CurTPL, int TexNum) )

ReturnStickToPawn Source code

final simulated function bool ReturnStickToPawn ( int CurTPL) )

ReturnStickToWall Source code

final simulated function bool ReturnStickToWall ( int CurTPL) )

ReturnStopWhenTouchPawn Source code

final simulated function bool ReturnStopWhenTouchPawn ( int CurTPL) )

ReturnStopWhenTouchWall Source code

final simulated function bool ReturnStopWhenTouchWall ( int CurTPL) )

ReturnStTexNum Source code

final simulated function int ReturnStTexNum ( int CurTPL) )

ReturnTarget Source code

final simulated function actor ReturnTarget ( int CurTPL) )

ReturnTerminalAccel Source code

final simulated function vector ReturnTerminalAccel ( int CurTPL) )

ReturnTexNum Source code

final simulated function int ReturnTexNum ( int CurTPL) )

ReturnTouchingSound Source code

final simulated function sound ReturnTouchingSound ( int CurTPL) )

ReturnWaterEntryActor Source code

final simulated function class<actor> ReturnWaterEntryActor ( int CurTPL) )

ReturnWaterEntrySound Source code

final simulated function sound ReturnWaterEntrySound ( int CurTPL) )

SetWind Source code

simulated function SetWind ( rotator WindRot, bool SetWindRot, float RotMod, float RotModVar) )

SpawnParticle Source code

simulated function SpawnParticle ( int TPL) )

StopParticles Source code

simulated function StopParticles ( ) )

Timer Source code

simulated function Timer ( ) )


Defaultproperties

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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Creation time: zo 11-11-2012 21:14:14.131 - Created with UnCodeX