Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.ZoneInfo


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
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
//=============================================================================
// 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;
var() localized String LocationName; 

var() float KillZ;		// any actor falling below this level gets destroyed
var() eKillZType KillZType;	// passed by FellOutOfWorldEvent(), to allow different KillZ effects
var() bool bSoftKillZ;	// 2000 units of grace unless land

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

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;
var	transient  float RealDistanceFogEnd;
var(ZoneLight) float DistanceFogEndMin;
var(ZoneLight) float DistanceFogBlendTime;

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

var(ZoneSound) editinline I3DL2Listener ZoneEffect;

//------------------------------------------------------------------------------

var(ZoneVisibility) bool bLonelyZone;								// This zone is the only one to see or never seen
var(ZoneVisibility) editinline array<ZoneInfo> ManualExcludes;		// No Idea.. just sounded cool

//=============================================================================
// 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;
	if(Level.DetailMode == DM_Low)
	{
		foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' )
			if( !TempSkyZone.bHighDetail && !TempSkyZone.bSuperHighDetail )
				SkyZone = TempSkyZone;
	}
	else if(Level.DetailMode == DM_High)
	{
		foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' )
			if( !TempSkyZone.bSuperHighDetail )
				SkyZone = TempSkyZone;
	}
	else if(Level.DetailMode == DM_SuperHigh)
	{
		foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' )
			SkyZone = TempSkyZone;
	}
}

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

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

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

// When an actor enters this zone.
event ActorEntered( actor Other );

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

defaultproperties
{
     KillZ=-10000.000000
     AmbientSaturation=255
     DistanceFogColor=(B=128,G=128,R=128)
     DistanceFogStart=3000.000000
     DistanceFogEnd=8000.000000
     DistanceFogBlendTime=1.000000
     TexUPanSpeed=1.000000
     TexVPanSpeed=1.000000
     DramaticLightingScale=1.200000
     bStatic=True
     bNoDelete=True
     Texture=Texture'Engine.S_ZoneInfo'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: pr 5-2-2018 12:35:48.000 - Creation time: sk 18-3-2018 09:50:27.082 - Created with UnCodeX