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Engine.ZoneInfo


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//=============================================================================
// ZoneInfo, the built-in Unreal class for defining properties
// of zones.  If you place one ZoneInfo actor in a
// zone you have partioned, the ZoneInfo defines the 
// properties of the zone.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class ZoneInfo extends Info
	native
	placeable;

#exec Texture Import File=Textures\ZoneInfo.pcx Name=S_ZoneInfo Mips=Off MASKED=1

//-----------------------------------------------------------------------------
// Zone properties.

var skyzoneinfo SkyZone; // Optional sky zone containing this zone's sky.
var() name ZoneTag;

//NEW (mib) MinZ (modified version of UT2107 KillZ)
var() float MinZ;		// any actor falling below this level gets destroyed
//OLD

//-----------------------------------------------------------------------------
// Zone flags.

var() const bool   bFogZone;     // Zone is fog-filled.
var()		bool   bTerrainZone;	// There is terrain in this zone.
var()		bool   bDistanceFog;	// There is distance fog in this zone.
var()		bool   bClearToFogColor;	// Clear to fog color if distance fog is enabled.

var const array<TerrainInfo> Terrains;

//-----------------------------------------------------------------------------
// Zone light.
var            vector AmbientVector;
var(ZoneLight) byte AmbientBrightness, AmbientHue, AmbientSaturation;

var(ZoneLight) color DistanceFogColor;
var(ZoneLight) float DistanceFogStart;
var(ZoneLight) float DistanceFogEnd;

// NEW (mw): Support for different fog settings depending on detaillevel.
var(ZoneLight) float DetailDistanceFogStart[5];
var(ZoneLight) float DetailDistanceFogEnd[5];

var(ZoneLight) float DistanceFogBlendTime;

var(ZoneLight) const texture EnvironmentMap;
var(ZoneLight) float TexUPanSpeed, TexVPanSpeed;

var(ZoneSound) editinline I3DL2Listener ZoneEffect;

//LEGEND:begin
//-----------------------------------------------------------------------------
// Lens flare.

var(LensFlare) texture LensFlare[12];
var(LensFlare) float LensFlareOffset[12];
var(LensFlare) float LensFlareScale[12];

//-----------------------------------------------------------------------------
// per-Zone mesh LOD lighting control
 
// the number of lights applied to the actor mesh is interpolated between the following
// properties, as a function of the MeshPolyCount for the previous frame.
var() byte MinLightCount; // minimum number of lights to use (when MaxLightingPolyCount is exceeded)
var() byte MaxLightCount; // maximum number of lights to use (when MeshPolyCount drops below MinLightingPolyCount)
var() int MinLightingPolyCount;
var() int MaxLightingPolyCount;
// (NOTE: the default LOD properties (below) have no effect on the mesh lighting behavior)
//LEGEND:end

var(ZoneLight) byte ZoneBrightness;	//NEW

//NEW (mib) carcass optimization
var() int	MaxCarcasses;							// number of carcass that can accumulate before sinking kicks in
var() float BaseCarcassSinkRatePerSecMin;			// minimum sinking speed of carcass
var() float BaseCarcassSinkRatePerSecMax;			// maximum sinking speed of carcass
var   int	NumCarcasses;							// current number of carcasses in the zone

//OLD

//=============================================================================
// Iterator functions.

// Iterate through all actors in this zone.
native(308) final iterator function ZoneActors( class<actor> BaseClass, out actor Actor );

simulated function LinkToSkybox()
{
	local skyzoneinfo TempSkyZone;

	// SkyZone.
	foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' )
		SkyZone = TempSkyZone;
	foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' )
		if( TempSkyZone.bHighDetail == Level.bHighDetailMode )
			SkyZone = TempSkyZone;
}

//=============================================================================
// Engine notification functions.

simulated event PreBeginPlay()
{
	Super.PreBeginPlay();

	// call overridable function to link this ZoneInfo actor to a skybox
	LinkToSkybox();
}

//NEW (mw): Check the DetailDistanceFogStart/End arrays and update DistanceFogStart/End according to DetailLevel.
simulated event PostBeginPlay()
{
	local int i;

	if( Level.NetMode == NM_DedicatedServer )
		return;

	for( i=GetMaxDetailLevel(); i<5; i++ )
	{
		if( DetailDistanceFogStart[i] != 0 )
		{
			DistanceFogStart = DetailDistanceFogStart[i];
			break;
		}
	}

	for( i=GetMaxDetailLevel(); i<5; i++ )
	{
		if( DetailDistanceFogEnd[i] != 0 )
		{
			DistanceFogEnd = DetailDistanceFogEnd[i];
			break;
		}
	}

}		

//NEW (mw): Zone teleport fix
// When an actor enters this zone.
event /*probe*/ ActorEntered( actor Other );

// When an actor leaves this zone.
event /*probe*/ ActorLeaving( actor Other );
//OLD

defaultproperties
{
	MinZ=-100000000.000000
	AmbientSaturation=255
	DistanceFogColor=(B=128,G=128,R=128)
	DistanceFogStart=3000.000000
	DistanceFogEnd=8000.000000
	DistanceFogBlendTime=1.000000
	TexUPanSpeed=1.000000
	TexVPanSpeed=1.000000
	MinLightCount=16
	MaxLightCount=16
	MinLightingPolyCount=1000
	MaxLightingPolyCount=5000
	ZoneBrightness=255
	BaseCarcassSinkRatePerSecMin=1.000000
	BaseCarcassSinkRatePerSecMax=4.000000
	bStatic=true
	bNoDelete=true
	Texture=Texture'Engine.S_ZoneInfo'
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:44.115 - Created with UnCodeX