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//============================================================================= // ParticleEmitter: Base class for sub- emitters. // // make sure to keep structs in sync in UnParticleSystem.h //============================================================================= class ParticleEmitter extends Object abstract editinlinenew native; enum EBlendMode { BM_MODULATE, BM_MODULATE2X, BM_MODULATE4X, BM_ADD, BM_ADDSIGNED, BM_ADDSIGNED2X, BM_SUBTRACT, BM_ADDSMOOTH, BM_BLENDDIFFUSEALPHA, BM_BLENDTEXTUREALPHA, BM_BLENDFACTORALPHA, BM_BLENDTEXTUREALPHAPM, BM_BLENDCURRENTALPHA, BM_PREMODULATE, BM_MODULATEALPHA_ADDCOLOR, BM_MODULATEINVALPHA_ADDCOLOR, BM_MODULATEINVCOLOR_ADDALPHA, BM_HACK }; enum EParticleDrawStyle { PTDS_Regular, PTDS_AlphaBlend, PTDS_Modulated, PTDS_Translucent, PTDS_AlphaModulate_MightNotFogCorrectly, PTDS_Darken, PTDS_Brighten }; enum EParticleCoordinateSystem { PTCS_Independent, PTCS_Relative, PTCS_Absolute }; enum EParticleRotationSource { PTRS_None, PTRS_Actor, PTRS_Offset, PTRS_Normal }; enum EParticleVelocityDirection { PTVD_None, PTVD_StartPositionAndOwner, PTVD_OwnerAndStartPosition }; enum EParticleStartLocationShape { PTLS_Box, PTLS_Sphere }; enum EParticleEffectAxis { PTEA_NegativeX, PTEA_PositiveZ }; struct ParticleTimeScale { var () float RelativeTime; // always in range [0..1] var () float RelativeSize; }; struct ParticleColorScale { var () float RelativeTime; // always in range [0..1] var () color Color; }; struct Particle { var vector Location; var vector OldLocation; var vector Velocity; var vector StartSize; var vector SpinsPerSecond; var vector StartSpin; var vector Size; var vector StartLocation; var rotator Rotation; var color Color; var float Time; var float MaxLifetime; var float Mass; var int HitCount; var int Flags; var int Subdivision; }; var (Acceleration) vector Acceleration; var (Collision) bool UseCollision; var (Collision) vector ExtentMultiplier; var (Collision) rangevector DampingFactorRange; var (Collision) bool UseCollisionPlanes; var (Collision) array<plane> CollisionPlanes; var (Collision) bool UseMaxCollisions; var (Collision) range MaxCollisions; var (Collision) int SpawnFromOtherEmitter; var (Collision) int SpawnAmount; var (Collision) rangevector SpawnedVelocityScaleRange; var (Collision) bool UseSpawnedVelocityScale; var (Color) bool UseColorScale; var (Color) array<ParticleColorScale> ColorScale; var (Color) float ColorScaleRepeats; var (Fading) plane FadeOutFactor; var (Fading) float FadeOutStartTime; var (Fading) bool FadeOut; var (Fading) plane FadeInFactor; var (Fading) float FadeInEndTime; var (Fading) bool FadeIn; var (Force) bool UseActorForces; var (General) EParticleCoordinateSystem CoordinateSystem; var (General) const int MaxParticles; var (General) bool ResetAfterChange; var (General) EParticleEffectAxis EffectAxis; var (Local) bool RespawnDeadParticles; var (Local) bool AutoDestroy; var (Local) bool AutoReset; var (Local) bool Disabled; var (Local) bool DisableFogging; var (Local) range AutoResetTimeRange; var (Local) string Name; var (Location) vector StartLocationOffset; var (Location) rangevector StartLocationRange; var (Location) int AddLocationFromOtherEmitter; var (Location) EParticleStartLocationShape StartLocationShape; var (Location) range SphereRadiusRange; var (Mass) range StartMassRange; var (Rotation) EParticleRotationSource UseRotationFrom; var (Rotation) bool SpinParticles; var (Rotation) rotator RotationOffset; var (Rotation) vector SpinCCWorCW; var (Rotation) rangevector SpinsPerSecondRange; var (Rotation) rangevector StartSpinRange; var (Rotation) bool DampRotation; var (Rotation) rangevector RotationDampingFactorRange; var (Rotation) vector RotationNormal; var (Size) bool UseSizeScale; var (Size) bool UseRegularSizeScale; var (Size) array<ParticleTimeScale> SizeScale; var (Size) float SizeScaleRepeats; var (Size) rangevector StartSizeRange; var (Size) bool UniformSize; var (Spawning) float ParticlesPerSecond; var (Spawning) float InitialParticlesPerSecond; var (Spawning) bool AutomaticInitialSpawning; var (Texture) EParticleDrawStyle DrawStyle; var (Texture) texture Texture; var (Texture) int TextureUSubdivisions; var (Texture) int TextureVSubdivisions; var (Texture) bool BlendBetweenSubdivisions; var (Texture) bool UseSubdivisionScale; var (Texture) array<float> SubdivisionScale; var (Texture) int SubdivisionStart; var (Texture) int SubdivisionEnd; var (Texture) bool UseRandomSubdivision; var (Tick) float SecondsBeforeInactive; var (Tick) float MinSquaredVelocity; var (Time) range InitialTimeRange; var (Time) range LifetimeRange; var (Time) range InitialDelayRange; var (Velocity) rangevector StartVelocityRange; var (Velocity) vector MaxAbsVelocity; var (Velocity) rangevector VelocityLossRange; var (Velocity) int AddVelocityFromOtherEmitter; var (Velocity) EParticleVelocityDirection GetVelocityDirectionFrom; var (Warmup) float WarmupTicksPerSecond; var (Warmup) float RelativeWarmupTime; var transient emitter Owner; var transient bool Initialized; var transient bool Inactive; var transient float InactiveTime; var transient array<Particle> Particles; var transient int ParticleIndex; // index into circular list of particles var transient int ActiveParticles; // currently active particles var transient float PPSFraction; // used to keep track of fractional PPTick var transient box BoundingBox; var transient vector RealExtentMultiplier; var transient bool RealDisableFogging; var transient bool AllParticlesDead; var transient bool WarmedUp; var transient int OtherIndex; var transient float InitialDelay; var transient vector GlobalOffset; var transient float TimeTillReset; var transient int PS2Data; native function SpawnParticle( int Amount ); defaultproperties { ExtentMultiplier=(X=1.000000,Y=1.000000,Z=1.000000) SpawnFromOtherEmitter=-1 FadeOutFactor=(W=1.000000,X=1.000000,Y=1.000000,Z=1.000000) FadeInFactor=(W=1.000000,X=1.000000,Y=1.000000,Z=1.000000) MaxParticles=10 RespawnDeadParticles=true AddLocationFromOtherEmitter=-1 SpinCCWorCW=(X=0.500000,Y=0.500000,Z=0.500000) UseRegularSizeScale=true AutomaticInitialSpawning=true DrawStyle=PTDS_Translucent Texture=Texture'Engine.S_Emitter' SecondsBeforeInactive=1.000000 AddVelocityFromOtherEmitter=-1 } |
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