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Engine.ParticleModuleBeamNoise


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/**
 *	ParticleModuleBeamNoise
 *
 *	This module implements noise for a beam emitter.
 *
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */

class ParticleModuleBeamNoise extends ParticleModuleBeamBase
	native(Particle)
	editinlinenew
	dontcollapsecategories
	hidecategories(Object);

/** Is low frequency noise enabled															*/
var(LowFreq)								bool						bLowFreq_Enabled;

/** The frequency of noise points															*/
var(LowFreq)								int							Frequency;
/** 
 *	If not 0, then the frequency will select a random value in the range
 *		[Frequency_LowRange..Frequency]
 */
var(LowFreq)								int							Frequency_LowRange;

/** The noise point ranges																	*/
var(LowFreq)								rawdistributionvector		NoiseRange;

/** A scale factor that will be applied to the noise range.									*/
var(LowFreq)								rawdistributionfloat		NoiseRangeScale;

/** 
 *	If TRUE,  the NoiseRangeScale will be grabbed based on the emitter time.
 *	If FALSE, the NoiseRangeScale will be grabbed based on the particle time.
 */
var(LowFreq)								bool						bNRScaleEmitterTime;

/** The speed with which to move each noise point											*/
var(LowFreq)								rawdistributionvector		NoiseSpeed;

/** Whether the noise movement should be smooth or 'jerky'									*/
var(LowFreq)								bool						bSmooth;

/** Default target-point information to use if the beam method is endpoint					*/
var(LowFreq)								float						NoiseLockRadius;

/** INTERNAL - Whether the noise points should be locked									*/
var				const						bool						bNoiseLock;

/** Whether the noise points should be oscillate											*/
var(LowFreq)								bool						bOscillate;

/** How long the  noise points should be locked - 0.0 indicates forever						*/
var(LowFreq)								float						NoiseLockTime;

/** The tension to apply to the tessellated noise line.										*/
var(LowFreq)								float						NoiseTension;

/** The */
var(LowFreq)								bool						bUseNoiseTangents;

/** The */
var(LowFreq)								rawdistributionfloat		NoiseTangentStrength;

/** The */
var(LowFreq)								int							NoiseTessellation;

/** 
 *	Whether to apply noise to the target point (or end of line in distance mode...)
 *	If TRUE, the beam could potentially 'leave' the target...
 */
var(LowFreq)								bool						bTargetNoise;

/** 
 *	The distance at which to deposit noise points.
 *	If 0.0, then use the static frequency value.
 *	If not, distribute noise points at the given distance, up to the static Frequency value.
 *	At that point, evenly distribute them along the beam.
 */
var(LowFreq)								float						FrequencyDistance;

/** 
 *	If TRUE, apply the noise scale to the beam.
 */
var(LowFreq)								bool						bApplyNoiseScale;

/** 
 *	The scale factor to apply to noise range.
 *	The lookup value is determined by dividing the number of noise points present by the 
 *	maximum number of noise points (Frequency).
 */
var(LowFreq)								rawdistributionfloat		NoiseScale;

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defaultproperties
{
   NoiseRange=(Distribution=DistributionNoiseRange,Op=1,LookupTableNumElements=1,LookupTableChunkSize=3,LookupTable=(50.000000,50.000000,50.000000,50.000000,50.000000,50.000000,50.000000,50.000000))
   NoiseRangeScale=(Distribution=DistributionNoiseRangeScale,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(1.000000,1.000000,1.000000,1.000000))
   NoiseSpeed=(Distribution=DistributionNoiseSpeed,Op=1,LookupTableNumElements=1,LookupTableChunkSize=3,LookupTable=(50.000000,50.000000,50.000000,50.000000,50.000000,50.000000,50.000000,50.000000))
   NoiseLockRadius=1.000000
   NoiseTension=0.500000
   NoiseTangentStrength=(Distribution=DistributionNoiseTangentStrength,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(250.000000,250.000000,250.000000,250.000000))
   NoiseTessellation=1
   NoiseScale=(Distribution=DistributionNoiseScale,Op=1,LookupTableNumElements=1,LookupTableChunkSize=1,LookupTable=(0.000000,0.000000,0.000000,0.000000))
   Name="Default__ParticleModuleBeamNoise"
   ObjectArchetype=ParticleModuleBeamBase'Engine.Default__ParticleModuleBeamBase'
}

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Class file time: tr 31-1-2018 17:18:04.000 - Creation time: sk 18-3-2018 10:01:11.042 - Created with UnCodeX