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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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