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//============================================================================= // $Author: Aleiby $ // $Date: 12/19/01 9:15p $ // $Revision: 1 $ //============================================================================= //------------------------------------------------------------------------------ // Name: TarpBuilder.uc // Author: Aaron R Leiby // Date: 29 August 2000 //------------------------------------------------------------------------------ // Description: //------------------------------------------------------------------------------ // How to use this class: // // + Set Skin to base texture. // + Set Texture to Environment map texture, and bShiny to true. //------------------------------------------------------------------------------ class TarpBuilder extends ParticleGenerator placeable native; var() Button Reset; var() float Width; var() float Height; var() int Columns; // Number of squares across. var() int Rows; // Number of squares... the other direction. var() float Rigidity; var() bool bAdjustVerts; var() bool bWireframe; var() bool bShiny; var() color EnvBrightness; // Fix ARL: Move this to ParticleGenerator if it proves worthy of use. var array<Force> ForcesToAdd; function DefineDependants() { local class Dependant; Dependant = class'ParticleSystems.TarpBuilderTemplate'; } //------------------------------------------------------------------------------ native simulated function Build(); native simulated function AttachTo( Actor Other, int ID ); defaultproperties { Reset="Clean" Width=500.000000 Height=500.000000 Columns=25 Rows=25 Rigidity=20.000000 EnvBrightness=(B=255,G=255,R=255) DefaultForces(0)=Class'ParticleSystems.LocatorForce' DefaultForces(1)=Class'ParticleSystems.TarpCollider' DefaultForces(2)=Class'ParticleSystems.GlobalAccelerator' bInitiallyOn=false Texture=Texture'Engine.DefaultTexture' Skins(0)=Texture'Engine.DefaultTexture' VisibilityRadius=0.000000 VisibilityHeight=0.000000 bMustFace=false bDirectional=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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