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/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTExplosionLight extends PointLightComponent native; /** set false after frame rate dependent properties have been tweaked. */ var bool bCheckFrameRate; /** used to initialize light properties from TimeShift on spawn so you don't have to update initial values in two places */ var bool bInitialized; /** HighDetailFrameTime - if frame rate is above this, force super high detail. */ var float HighDetailFrameTime; /** Lifetime - how long this explosion has been going */ var float Lifetime; /** Index into TimeShift array */ var int TimeShiftIndex; struct native LightValues { var float StartTime; var float Radius; var float Brightness; var color LightColor; }; var() array<LightValues> TimeShift; final native function ResetLight(); /** called when the light has burnt out */ delegate OnLightFinished(UTExplosionLight Light); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { bCheckFrameRate=True HighDetailFrameTime=0.015000 Radius=256.000000 Brightness=8.000000 LightColor=(B=255,G=255,R=255,A=255) CastShadows=False Name="Default__UTExplosionLight" ObjectArchetype=PointLightComponent'Engine.Default__PointLightComponent' } |
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