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/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTWaterVolume extends WaterVolume placeable; /** effects to play based on what type of Actor you are **/ var ParticleSystem PS_EnterWaterEffect_Pawn; var ParticleSystem PS_EnterWaterEffect_Vehicle; var ParticleSystem ProjectileEntryEffect; /** * We override this so we can play some water splash effects when a pawn enters the water * * NOTE: we don't differentiate between GroundSpeed and FallSpeed / AirSpeed **/ simulated event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) { local ParticleSystem PS_WaterEffect; local ParticleSystemComponent PSC_WaterEffect; local float MaxSpeed; local float Vel; local float ParamValue; local EMoveDir MoveDir; local vector ParticleVect; local UTPawn UTP; Super.Touch( Other, OtherComp, HitLocation, HitNormal ); if (WorldInfo.NetMode != NM_DedicatedServer && (WorldInfo.TimeSeconds - Other.LastRenderTime < 0.2) && Pawn(Other) != None) { //DrawDebugCoordinateSystem( HitLocation, Rotator(HitNormal), 64.f ); UTP = UTPawn(Other); if( UTP != none ) { if ( (UTP.Physics == PHYS_Walking) || (UTP.Physics == PHYS_Swimming) ) { // no splash when walking or swimming return; } PS_WaterEffect = PS_EnterWaterEffect_Pawn; ParamValue = 1.0; MaxSpeed = UTP.GroundSpeed; } else if( UTVehicle(Other) != none ) { PS_WaterEffect = PS_EnterWaterEffect_Vehicle; MaxSpeed = UTVehicle(Other).GroundSpeed; } else { PS_WaterEffect = PS_EnterWaterEffect_Vehicle; ParamValue = 1.0; MaxSpeed = class'Pawn'.default.GroundSpeed; } PSC_WaterEffect = WorldInfo.MyEmitterPool.SpawnEmitter( PS_WaterEffect, HitLocation, Rotator(HitNormal), self ); if( PSC_WaterEffect != none ) { MoveDir = Other.MovingWhichWay( Vel ); if ( ParamValue == 0.0 ) { ParamValue = 5.0 * Vel/MaxSpeed; } // this is the value between 0 and 5 which the PS desires //`log( "MoveDir: " $ MoveDir $ " Vel: " $ Vel $ " ParamValue: " $ ParamValue ); switch( MoveDir ) { case MD_Forward: ParticleVect = vect(1,0,0) * ParamValue; break; case MD_Backward: ParticleVect = vect(-1,0,0) * ParamValue; break; case MD_Left: ParticleVect = vect(0,-1,0) * ParamValue; break; case MD_Right: ParticleVect = vect(0,1,0) * ParamValue; break; case MD_Down: ParticleVect = vect(1,0,0) * ParamValue; break; case MD_Up: ParticleVect = vect(1,0,0) * ParamValue; break; default: break; } PSC_WaterEffect.SetVectorParameter( 'Direction', ParticleVect ); } } } simulated function PlayEntrySplash(Actor Other) { if( EntrySound != None ) { Other.PlaySound(EntrySound); if ( Other.Instigator != None ) Other.MakeNoise(1.0); } if ( !WorldInfo.bDropDetail && WorldInfo.NetMode != NM_DedicatedServer && Other.IsA('Projectile') && (Other.Instigator != None) && Other.Instigator.IsPlayerPawn() && Other.Instigator.IsLocallyControlled() ) { WorldInfo.MyEmitterPool.SpawnEmitter(ProjectileEntryEffect, Other.Location, rotator(vect(0,0,1))); } } defaultproperties { PS_EnterWaterEffect_Pawn=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_Player_Water_Impact' PS_EnterWaterEffect_Vehicle=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_General_VH_Water_Impact' ProjectileEntryEffect=ParticleSystem'Envy_Effects.Particles.P_WP_Water_Splash_Small' EntrySound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepLandCue' ExitSound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepCue' TerminalVelocity=1500.000000 Begin Object Class=BrushComponent Name=BrushComponent0 ObjName=BrushComponent0 Archetype=BrushComponent'Engine.Default__WaterVolume:BrushComponent0' ObjectArchetype=BrushComponent'Engine.Default__WaterVolume:BrushComponent0' End Object BrushComponent=BrushComponent0 Components(0)=BrushComponent0 CollisionComponent=BrushComponent0 Name="Default__UTWaterVolume" ObjectArchetype=WaterVolume'Engine.Default__WaterVolume' } |
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