Prepare fixtures
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6021 changed files with 722805 additions and 22 deletions
4
kf_sources/Fire/Classes/Fire.upkg
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4
kf_sources/Fire/Classes/Fire.upkg
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[Flags]
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AllowDownload=False
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ClientOptional=False
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ServerSideOnly=False
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113
kf_sources/Fire/Classes/FireTexture.uc
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113
kf_sources/Fire/Classes/FireTexture.uc
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//=============================================================================
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// FireTexture: A FireEngine fire texture.
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// This is a built-in Unreal class and it shouldn't be modified.
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//=============================================================================
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class FireTexture extends FractalTexture
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native
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noexport;
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//
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// Spark types.
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//
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enum ESpark
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{
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SPARK_Burn ,
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SPARK_Sparkle ,
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SPARK_Pulse ,
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SPARK_Signal ,
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SPARK_Blaze ,
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SPARK_OzHasSpoken ,
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SPARK_Cone ,
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SPARK_BlazeRight ,
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SPARK_BlazeLeft ,
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SPARK_Cylinder ,
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SPARK_Cylinder3D ,
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SPARK_Lissajous ,
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SPARK_Jugglers ,
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SPARK_Emit ,
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SPARK_Fountain ,
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SPARK_Flocks ,
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SPARK_Eels ,
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SPARK_Organic ,
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SPARK_WanderOrganic ,
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SPARK_RandomCloud ,
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SPARK_CustomCloud ,
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SPARK_LocalCloud ,
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SPARK_Stars ,
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SPARK_LineLightning ,
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SPARK_RampLightning ,
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SPARK_SphereLightning ,
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SPARK_Wheel ,
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SPARK_Gametes ,
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SPARK_Sprinkler ,
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};
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// Draw mode types
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enum DMode
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{
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DRAW_Normal ,
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DRAW_Lathe ,
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DRAW_Lathe_2 ,
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DRAW_Lathe_3 ,
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DRAW_Lathe_4 ,
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};
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//
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// Information about a single spark.
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//
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struct Spark
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{
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var ESpark Type; // Spark type.
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var byte Heat; // Spark heat.
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var byte X; // Spark X location (0 - Xdimension-1).
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var byte Y; // Spark Y location (0 - Ydimension-1).
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var byte ByteA; // X-speed.
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var byte ByteB; // Y-speed.
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var byte ByteC; // Age, Emitter freq.
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var byte ByteD; // Exp.Time.
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};
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//
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// Persistent fire parameters.
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//
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var(FirePaint) ESpark SparkType;
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var(FirePaint) byte RenderHeat;
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var(FirePaint) bool bRising;
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var(FirePaint) byte FX_Heat;
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var(FirePaint) byte FX_Size;
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var(FirePaint) byte FX_AuxSize;
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var(FirePaint) byte FX_Area;
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var(FirePaint) byte FX_Frequency;
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var(FirePaint) byte FX_Phase;
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var(FirePaint) byte FX_HorizSpeed;
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var(FirePaint) byte FX_VertSpeed;
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var(FirePaint) DMode DrawMode;
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var(FirePaint) int SparksLimit;
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var int NumSparks;
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var transient array<Spark> Sparks;
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//
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// Transient fire parameters.
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//
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var transient int OldRenderHeat;
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var transient byte RenderTable[1028];
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var transient byte StarStatus;
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var transient byte PenDownX;
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var transient byte PenDownY;
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defaultproperties
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{
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}
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12
kf_sources/Fire/Classes/FluidTexture.uc
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kf_sources/Fire/Classes/FluidTexture.uc
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//=============================================================================
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// FluidTexture: Simple phongish water surface.
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// This is a built-in Unreal class and it shouldn't be modified.
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//=============================================================================
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class FluidTexture extends WaterTexture
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native
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noexport;
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defaultproperties
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{
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}
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23
kf_sources/Fire/Classes/FractalTexture.uc
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kf_sources/Fire/Classes/FractalTexture.uc
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//=============================================================================
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// FractalTexture: Base class of FireEngine fractal textures.
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// This is a built-in Unreal class and it shouldn't be modified.
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//=============================================================================
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class FractalTexture extends Texture
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native
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noexport
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abstract;
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// Transient editing parameters.
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var transient int UMask;
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var transient int VMask;
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var transient int LightOutput;
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var transient int SoundOutput;
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var transient int GlobalPhase;
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var transient byte DrawPhase;
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var transient byte AuxPhase;
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defaultproperties
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{
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}
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61
kf_sources/Fire/Classes/IceTexture.uc
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61
kf_sources/Fire/Classes/IceTexture.uc
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// ===================================================================
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// WaterTexture: Simple phongish water surface.
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// This is a built-in Unreal class and it shouldn't be modified.
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// ===================================================================
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class IceTexture extends FractalTexture
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native
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noexport;
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// Ice movement definitions.
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enum PanningType
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{
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SLIDE_Linear,
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SLIDE_Circular,
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SLIDE_Gestation,
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SLIDE_WavyX,
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SLIDE_WavyY,
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};
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enum TimingType
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{
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TIME_FrameRateSync,
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TIME_RealTimeScroll,
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};
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// Persistent IceTexture Parameters.
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var(IceLayer) texture GlassTexture;
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var(IceLayer) texture SourceTexture;
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var(IceLayer) PanningType PanningStyle;
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var(IceLayer) TimingType TimeMethod;
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var(IceLayer) byte HorizPanSpeed;
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var(IceLayer) byte VertPanSpeed;
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var(IceLayer) byte Frequency;
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var(IceLayer) byte Amplitude;
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var(IceLayer) bool MoveIce;
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var float MasterCount;
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var float UDisplace;
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var float VDisplace;
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var float UPosition;
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var float VPosition;
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// Transient IceTexture Parameters
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var transient float TickAccu;
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var transient int OldUDisplace;
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var transient int OldVDisplace;
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var transient texture OldGlassTex;
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var transient texture OldSourceTex;
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var transient pointer LocalSource;
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var transient int ForceRefresh;
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defaultproperties
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{
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}
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85
kf_sources/Fire/Classes/WaterTexture.uc
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85
kf_sources/Fire/Classes/WaterTexture.uc
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//=======================================================================================
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// WaterTexture: Base class for fractal water textures. Parent of Wave- and WetTexture.
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// This is a built-in Unreal class and it shouldn't be modified.
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//=======================================================================================
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class WaterTexture extends FractalTexture
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native
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noexport
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abstract;
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//
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// Water drops.
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//
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enum WDrop
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{
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DROP_FixedDepth , // Fixed depth spot, A=depth
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DROP_PhaseSpot , // Phased depth spot, A=frequency B=phase
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DROP_ShallowSpot , // Shallower phased depth spot, A=frequency B=phase
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DROP_HalfAmpl , // Half-amplitude (only 128+ values)
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DROP_RandomMover , // Randomly moves around
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DROP_FixedRandomSpot , // Fixed spot with random output
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DROP_WhirlyThing , // Moves in small circles, A=speed B=depth
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DROP_BigWhirly , // Moves in large circles, A=speed B=depth
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DROP_HorizontalLine , // Horizontal line segment
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DROP_VerticalLine , // Vertical line segment
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DROP_DiagonalLine1 , // Diagonal '/'
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DROP_DiagonalLine2 , // Diagonal '\'
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DROP_HorizontalOsc , // Horizontal oscillating line segment
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DROP_VerticalOsc , // Vertical oscillating line segment
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DROP_DiagonalOsc1 , // Diagonal oscillating '/'
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DROP_DiagonalOsc2 , // Diagonal oscillating '\'
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DROP_RainDrops , // General random raindrops, A=depth B=distribution radius
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DROP_AreaClamp , // Clamp spots to indicate shallow/dry areas
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DROP_LeakyTap ,
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DROP_DrippyTap ,
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};
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//
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// Information about a single drop.
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//
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struct ADrop
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{
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var WDrop Type; // Drop type.
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var byte Depth; // Drop heat.
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var byte X; // Spark X location (0 - Xdimension-1).
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var byte Y; // Spark Y location (0 - Ydimension-1).
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var byte ByteA; // X-speed.
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var byte ByteB; // Y-speed.
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var byte ByteC; // Age, Emitter freq. etc.
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var byte ByteD; // Exp.Time etc.
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};
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//
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// Water parameters.
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//
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var(WaterPaint) WDrop DropType;
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var(WaterPaint) byte WaveAmp;
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var(WaterPaint) byte FX_Frequency;
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var(WaterPaint) byte FX_Phase;
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var(WaterPaint) byte FX_Amplitude;
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var(WaterPaint) byte FX_Speed;
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var(WaterPaint) byte FX_Radius;
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var(WaterPaint) byte FX_Size;
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var(WaterPaint) byte FX_Depth;
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var(WaterPaint) byte FX_Time;
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var int NumDrops;
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var ADrop Drops[256];
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var transient pointer SourceFields;
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var transient byte RenderTable[1028];
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var transient byte WaterTable[1536];
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var transient byte WaterParity;
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var transient int OldWaveAmp;
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defaultproperties
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{
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}
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17
kf_sources/Fire/Classes/WaveTexture.uc
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17
kf_sources/Fire/Classes/WaveTexture.uc
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//=============================================================================
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// WaveTexture: Simple phongish water surface.
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// This is a built-in Unreal class and it shouldn't be modified.
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//=============================================================================
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class WaveTexture extends WaterTexture
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native
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noexport;
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var(WaterPaint) byte BumpMapLight;
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var(WaterPaint) byte BumpMapAngle;
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var(WaterPaint) byte PhongRange;
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var(WaterPaint) byte PhongSize;
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defaultproperties
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{
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}
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16
kf_sources/Fire/Classes/WetTexture.uc
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16
kf_sources/Fire/Classes/WetTexture.uc
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//=============================================================================
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// WetTexture: Water amplitude used as displacement.
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// This is a built-in Unreal class and it shouldn't be modified.
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//=============================================================================
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class WetTexture extends WaterTexture
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native
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noexport;
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var(WaterPaint) texture SourceTexture;
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var transient texture OldSourceTex;
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var transient pointer LocalSourceBitmap;
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defaultproperties
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{
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}
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14
kf_sources/Fire/Classes/index.html
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14
kf_sources/Fire/Classes/index.html
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<html>
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<head><title>Index of /kf_sources/Fire/Classes/</title></head>
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<body>
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<h1>Index of /kf_sources/Fire/Classes/</h1><hr><pre><a href="../">../</a>
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<a href="Fire.upkg">Fire.upkg</a> 06-Oct-2019 10:27 74
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<a href="FireTexture.uc">FireTexture.uc</a> 06-Oct-2019 10:27 2416
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<a href="FluidTexture.uc">FluidTexture.uc</a> 06-Oct-2019 10:27 368
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<a href="FractalTexture.uc">FractalTexture.uc</a> 06-Oct-2019 10:27 648
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<a href="IceTexture.uc">IceTexture.uc</a> 06-Oct-2019 10:27 1547
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<a href="WaterTexture.uc">WaterTexture.uc</a> 06-Oct-2019 10:27 2722
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<a href="WaveTexture.uc">WaveTexture.uc</a> 06-Oct-2019 10:27 523
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<a href="WetTexture.uc">WetTexture.uc</a> 06-Oct-2019 10:27 517
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</pre><hr></body>
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</html>
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7
kf_sources/Fire/index.html
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kf_sources/Fire/index.html
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<html>
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<head><title>Index of /kf_sources/Fire/</title></head>
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<body>
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<h1>Index of /kf_sources/Fire/</h1><hr><pre><a href="../">../</a>
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<a href="Classes/">Classes/</a> 29-Jun-2025 19:43 -
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</pre><hr></body>
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</html>
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