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//============================================================================= // RainCyd. //============================================================================= class RainCyd extends Effects; #exec OBJ LOAD File=..\Textures\VertexT.utx #exec OBJ LOAD File=..\StaticMeshes\VertexM.usx // Set this to be the height of the cylinder when DrawScale == 1.0 // The rest of the calculations will be done automatically. var() float CylinderHeight; // Number of units this object may be place above the ground. var() float TraceDepth; // How many should be stacked on top of each other. var() int StackNum; // Must set this to true if placed via the editor. var() bool bMaster; var bool bMasterInited; // How many units to fall per second. var() float MinFallRate; var() float MaxFallRate; // A directional vector that faces "down". // Think of it as velocity. //OLD var vector FallRate; // How many degrees to rotate per second. var() float MinRotRate; var() float MaxRotRate; var float RotRate; var float RotAngle; var rotator InitialRotation; var bool bInitialized; var vector InitialLocation; // The point below us where we hit the ground. var vector HitLocation; // The distance beneath the ground this object must be // before being moved back to the top of the stack. var() float BuryDistance; //------------------------------------------------------------------------------ simulated event Tick( float DeltaTime ) { local vector X, Y, Z, NotUsed; local rotator Rot; local int i; local RainCyd R; if( Role == ROLE_Authority && !bInitialized ) { bInitialized = true; // Randomize roll. SetRotation( Rotation + rot(0,65536,0) * FRand() ); InitialRotation = Rotation; InitialLocation = Location; } if( bMaster && !bMasterInited ) { bMasterInited = true; GetAxes( Rotation, NotUsed, NotUsed, Z ); Velocity = -Z * RandRange( MinFallRate, MaxFallRate ); RotRate = RandRange( MinRotRate, MaxRotRate ); CylinderHeight = default.CylinderHeight * DrawScale; Trace( HitLocation, NotUsed, InitialLocation + Normal(Velocity) * TraceDepth, InitialLocation, False ); SetLocation( HitLocation - Normal(Velocity) * CylinderHeight + Normal(Velocity) * BuryDistance ); for( i = 1; i < StackNum; i++ ) { R = Spawn( Class,,, Location - Normal(Velocity) * (i * CylinderHeight) ); // Copy all relavant variables. R.HitLocation = HitLocation; R.InitialRotation = InitialRotation; R.Velocity = Velocity; R.RotRate = RotRate; R.ScaleGlow = ScaleGlow; R.SetDrawScale ( DrawScale ); R.VisibilityRadius = VisibilityRadius; R.VisibilityHeight = VisibilityHeight; R.DetailLevel = DetailLevel; R.CylinderHeight = CylinderHeight; R.StackNum = StackNum; R.BuryDistance = BuryDistance; R.Skins[0] = Skins[0]; R.RemoteRole = ROLE_None; } } // Update location. SetLocation( Location + Velocity * DeltaTime ); // Update rotation. if( RotRate != 0 ) { RotAngle += RotRate * DeltaTime; GetAxes( InitialRotation, X, Y, Z ); SetRotation( InitialRotation + rotator(X * class'Util'.static.Cos( RotAngle * DegreesToRadians ) + Y * class'Util'.static.Sin( RotAngle*DegreesToRadians )) ); } // If we go BuryDistance beyond our HitLocation, go back to the top of the stack. // NOTE: This assumes that FallRate will never change. // This prevents us from having rain tha changes direction over time. if( !class'Util'.static.VectorAproxEqual( Normal(Velocity), Normal(HitLocation + (Normal(Velocity) * BuryDistance) - Location) ) ) { SetLocation( Location - Normal(Velocity) * (StackNum * CylinderHeight) ); } Super.Tick( DeltaTime ); } defaultproperties { CylinderHeight=48.000000 TraceDepth=1000.000000 StackNum=5 MinFallRate=500.000000 MaxFallRate=700.000000 BuryDistance=100.000000 DrawType=DT_StaticMesh StaticMesh=StaticMesh'VertexM.Decorations.Xmesh' Texture=None Style=STY_Translucent UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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