Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 |
//============================================================================= // xWeatherEffect // Copyright 2001 Digital Extremes - All Rights Reserved. // Confidential. //============================================================================= class xWeatherEffect extends Actor native exportstructs placeable; #exec Texture Import File=Textures\S_Wind.tga Name=S_Wind Mips=Off struct WeatherPcl { var Vector Pos; var Vector Vel; var float Life; var float Size; var float HitTime; var float InvLifeSpan; var float DistAtten; var byte frame; var byte Dummy1; var byte Visible; var byte Dummy2; }; var() enum EWeatherType { WT_Rain, WT_Snow, WT_Dust, } WeatherType; var() int numParticles; var transient int numActive; var transient Box box; var transient Vector eyePos; var transient Vector eyeDir; var transient Vector spawnOrigin; var transient Vector eyeMoveVec; var transient float eyeVel; var() float deviation; var() float maxPclEyeDist; var() float numCols; var() float numRows; var transient float numFrames; var transient float texU; var transient float texV; var transient bool noReference; // this effect isn't referenced by any volume var Vector spawnVecU; var Vector spawnVecV; var() Vector spawnVel; var() RangeVector Position; var() Range Speed; var() Range Life; var() Range Size; var() Range EyeSizeClamp; var(Force) bool bForceAffected; var transient array<WeatherPcl> pcl; var transient array<Volume> pclBlockers; defaultproperties { WeatherType=WT_Snow numParticles=1024 deviation=0.400000 maxPclEyeDist=590.000000 numCols=4.000000 numRows=4.000000 spawnVel=(Z=-1.000000) Position=(X=(Min=-300.000000,Max=300.000000),Y=(Min=-300.000000,Max=300.000000),Z=(Min=-100.000000,Max=300.000000)) Speed=(Min=100.000000,Max=200.000000) Life=(Min=3.000000,Max=4.000000) Size=(Min=4.000000,Max=5.000000) DrawType=DT_Particle bNoDelete=True bHighDetail=True RemoteRole=ROLE_SimulatedProxy DrawScale=4.000000 Style=STY_Translucent bUnlit=True bGameRelevant=True } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |