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//============================================================================= // Material: Abstract material class // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Material extends Object native hidecategories(Object) collapsecategories noexport; #exec Texture Import File=Textures\DefaultTexture.pcx #exec Texture Import File=Textures\FallbackTexture.pcx //NEW (mwp) //NEW (mwp) TextureType support enum ETextureType { TT_Default, // must be first entry (value=0) TT_None, // must be second entry (value=1) no sound on this surface TT_Skin, // must be third entry (value=2) blood effects handled by DamageType TT_AlienSoft, TT_AlienWet, TT_Aluminum, TT_Bone, TT_Bouncy, TT_Cloth, TT_Deck, // hollow wood surface TT_Dirt, TT_Glass, TT_Grass, TT_Gravel, TT_Ice, TT_Leaves, TT_Marble, TT_Membrane, TT_Metal, TT_MetalHollow, TT_Mud, TT_Plastic, TT_PlasticHollow, TT_Puddle, TT_Rubber, TT_Rug, TT_SafetyGlass, TT_Synthetics, TT_SnowHard, // crunchy snow TT_SnowSoft, // fresh, soft snow TT_Soil, TT_Sticks, TT_Stone, TT_Water, TT_Wood, TT_ForceWall, }; //OLD var() Material FallbackMaterial; //NEW (mwp) 927 var Material DefaultMaterial; var const transient bool UseFallback; // Render device should use the fallback. var const transient bool Validated; // Material has been validated as renderable. //OLD var() const ETextureType TextureType; //NEW (mwp) Type of texture/material (e.g., used for texture-specific sounds) var Material DefaultFallback; //NEW (mwp) struct CheckResult /*extends IteratorActorList*/ { var() Object Next; //IteratorList* var() Actor Actor; var() vector Location; // Location of the hit in coordinate system of the returner. var() vector Normal; // Normal vector in coordinate system of the returner. Zero=none. var() Primitive Primitive; // Actor primitive which was hit, or NULL=none. var() float Time; // Time until hit, if line check. var() int Item; // Primitive data item which was hit, INDEX_NONE=none. var() Material Material; // Material cached by LineCheck() }; // CheckResult is duplicated in Actor.uc to prevent a circular dependency, please be sure to update both copies. //NEW (mwp) 927 function Reset() { if( FallbackMaterial != None ) FallbackMaterial.Reset(); } function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { if( FallbackMaterial != None ) FallbackMaterial.Trigger( Other, EventInstigator, EventName ); } //OLD //NEW (mwp) TextureType support function ForceDependencies() { local class C; C = class'TextureTypes'; } native(1089) static final function ETextureType GetHitTextureType( CheckResult Hit ); native(1090) static final function Material GetHitTexture( CheckResult Hit ); //OLD native static final function ResetModifiers( optional float Value ); //NEW (arl) defaultproperties { DefaultMaterial=Texture'Engine.DefaultTexture' DefaultFallback=Texture'Engine.FallbackTexture' } |
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