Prepare fixtures

This commit is contained in:
dkanus 2026-07-14 20:27:09 +07:00
commit 9c94356263
6021 changed files with 722805 additions and 22 deletions

View file

@ -0,0 +1,4 @@
[Flags]
AllowDownload=False
ClientOptional=False
ServerSideOnly=False

View file

@ -0,0 +1,113 @@
//=============================================================================
// FireTexture: A FireEngine fire texture.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class FireTexture extends FractalTexture
native
noexport;
//
// Spark types.
//
enum ESpark
{
SPARK_Burn ,
SPARK_Sparkle ,
SPARK_Pulse ,
SPARK_Signal ,
SPARK_Blaze ,
SPARK_OzHasSpoken ,
SPARK_Cone ,
SPARK_BlazeRight ,
SPARK_BlazeLeft ,
SPARK_Cylinder ,
SPARK_Cylinder3D ,
SPARK_Lissajous ,
SPARK_Jugglers ,
SPARK_Emit ,
SPARK_Fountain ,
SPARK_Flocks ,
SPARK_Eels ,
SPARK_Organic ,
SPARK_WanderOrganic ,
SPARK_RandomCloud ,
SPARK_CustomCloud ,
SPARK_LocalCloud ,
SPARK_Stars ,
SPARK_LineLightning ,
SPARK_RampLightning ,
SPARK_SphereLightning ,
SPARK_Wheel ,
SPARK_Gametes ,
SPARK_Sprinkler ,
};
// Draw mode types
enum DMode
{
DRAW_Normal ,
DRAW_Lathe ,
DRAW_Lathe_2 ,
DRAW_Lathe_3 ,
DRAW_Lathe_4 ,
};
//
// Information about a single spark.
//
struct Spark
{
var ESpark Type; // Spark type.
var byte Heat; // Spark heat.
var byte X; // Spark X location (0 - Xdimension-1).
var byte Y; // Spark Y location (0 - Ydimension-1).
var byte ByteA; // X-speed.
var byte ByteB; // Y-speed.
var byte ByteC; // Age, Emitter freq.
var byte ByteD; // Exp.Time.
};
//
// Persistent fire parameters.
//
var(FirePaint) ESpark SparkType;
var(FirePaint) byte RenderHeat;
var(FirePaint) bool bRising;
var(FirePaint) byte FX_Heat;
var(FirePaint) byte FX_Size;
var(FirePaint) byte FX_AuxSize;
var(FirePaint) byte FX_Area;
var(FirePaint) byte FX_Frequency;
var(FirePaint) byte FX_Phase;
var(FirePaint) byte FX_HorizSpeed;
var(FirePaint) byte FX_VertSpeed;
var(FirePaint) DMode DrawMode;
var(FirePaint) int SparksLimit;
var int NumSparks;
var transient array<Spark> Sparks;
//
// Transient fire parameters.
//
var transient int OldRenderHeat;
var transient byte RenderTable[1028];
var transient byte StarStatus;
var transient byte PenDownX;
var transient byte PenDownY;
defaultproperties
{
}

View file

@ -0,0 +1,12 @@
//=============================================================================
// FluidTexture: Simple phongish water surface.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class FluidTexture extends WaterTexture
native
noexport;
defaultproperties
{
}

View file

@ -0,0 +1,23 @@
//=============================================================================
// FractalTexture: Base class of FireEngine fractal textures.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class FractalTexture extends Texture
native
noexport
abstract;
// Transient editing parameters.
var transient int UMask;
var transient int VMask;
var transient int LightOutput;
var transient int SoundOutput;
var transient int GlobalPhase;
var transient byte DrawPhase;
var transient byte AuxPhase;
defaultproperties
{
}

View file

@ -0,0 +1,61 @@
// ===================================================================
// WaterTexture: Simple phongish water surface.
// This is a built-in Unreal class and it shouldn't be modified.
// ===================================================================
class IceTexture extends FractalTexture
native
noexport;
// Ice movement definitions.
enum PanningType
{
SLIDE_Linear,
SLIDE_Circular,
SLIDE_Gestation,
SLIDE_WavyX,
SLIDE_WavyY,
};
enum TimingType
{
TIME_FrameRateSync,
TIME_RealTimeScroll,
};
// Persistent IceTexture Parameters.
var(IceLayer) texture GlassTexture;
var(IceLayer) texture SourceTexture;
var(IceLayer) PanningType PanningStyle;
var(IceLayer) TimingType TimeMethod;
var(IceLayer) byte HorizPanSpeed;
var(IceLayer) byte VertPanSpeed;
var(IceLayer) byte Frequency;
var(IceLayer) byte Amplitude;
var(IceLayer) bool MoveIce;
var float MasterCount;
var float UDisplace;
var float VDisplace;
var float UPosition;
var float VPosition;
// Transient IceTexture Parameters
var transient float TickAccu;
var transient int OldUDisplace;
var transient int OldVDisplace;
var transient texture OldGlassTex;
var transient texture OldSourceTex;
var transient pointer LocalSource;
var transient int ForceRefresh;
defaultproperties
{
}

View file

@ -0,0 +1,85 @@
//=======================================================================================
// WaterTexture: Base class for fractal water textures. Parent of Wave- and WetTexture.
// This is a built-in Unreal class and it shouldn't be modified.
//=======================================================================================
class WaterTexture extends FractalTexture
native
noexport
abstract;
//
// Water drops.
//
enum WDrop
{
DROP_FixedDepth , // Fixed depth spot, A=depth
DROP_PhaseSpot , // Phased depth spot, A=frequency B=phase
DROP_ShallowSpot , // Shallower phased depth spot, A=frequency B=phase
DROP_HalfAmpl , // Half-amplitude (only 128+ values)
DROP_RandomMover , // Randomly moves around
DROP_FixedRandomSpot , // Fixed spot with random output
DROP_WhirlyThing , // Moves in small circles, A=speed B=depth
DROP_BigWhirly , // Moves in large circles, A=speed B=depth
DROP_HorizontalLine , // Horizontal line segment
DROP_VerticalLine , // Vertical line segment
DROP_DiagonalLine1 , // Diagonal '/'
DROP_DiagonalLine2 , // Diagonal '\'
DROP_HorizontalOsc , // Horizontal oscillating line segment
DROP_VerticalOsc , // Vertical oscillating line segment
DROP_DiagonalOsc1 , // Diagonal oscillating '/'
DROP_DiagonalOsc2 , // Diagonal oscillating '\'
DROP_RainDrops , // General random raindrops, A=depth B=distribution radius
DROP_AreaClamp , // Clamp spots to indicate shallow/dry areas
DROP_LeakyTap ,
DROP_DrippyTap ,
};
//
// Information about a single drop.
//
struct ADrop
{
var WDrop Type; // Drop type.
var byte Depth; // Drop heat.
var byte X; // Spark X location (0 - Xdimension-1).
var byte Y; // Spark Y location (0 - Ydimension-1).
var byte ByteA; // X-speed.
var byte ByteB; // Y-speed.
var byte ByteC; // Age, Emitter freq. etc.
var byte ByteD; // Exp.Time etc.
};
//
// Water parameters.
//
var(WaterPaint) WDrop DropType;
var(WaterPaint) byte WaveAmp;
var(WaterPaint) byte FX_Frequency;
var(WaterPaint) byte FX_Phase;
var(WaterPaint) byte FX_Amplitude;
var(WaterPaint) byte FX_Speed;
var(WaterPaint) byte FX_Radius;
var(WaterPaint) byte FX_Size;
var(WaterPaint) byte FX_Depth;
var(WaterPaint) byte FX_Time;
var int NumDrops;
var ADrop Drops[256];
var transient pointer SourceFields;
var transient byte RenderTable[1028];
var transient byte WaterTable[1536];
var transient byte WaterParity;
var transient int OldWaveAmp;
defaultproperties
{
}

View file

@ -0,0 +1,17 @@
//=============================================================================
// WaveTexture: Simple phongish water surface.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class WaveTexture extends WaterTexture
native
noexport;
var(WaterPaint) byte BumpMapLight;
var(WaterPaint) byte BumpMapAngle;
var(WaterPaint) byte PhongRange;
var(WaterPaint) byte PhongSize;
defaultproperties
{
}

View file

@ -0,0 +1,16 @@
//=============================================================================
// WetTexture: Water amplitude used as displacement.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class WetTexture extends WaterTexture
native
noexport;
var(WaterPaint) texture SourceTexture;
var transient texture OldSourceTex;
var transient pointer LocalSourceBitmap;
defaultproperties
{
}

View file

@ -0,0 +1,14 @@
<html>
<head><title>Index of /kf_sources/Fire/Classes/</title></head>
<body>
<h1>Index of /kf_sources/Fire/Classes/</h1><hr><pre><a href="../">../</a>
<a href="Fire.upkg">Fire.upkg</a> 06-Oct-2019 10:27 74
<a href="FireTexture.uc">FireTexture.uc</a> 06-Oct-2019 10:27 2416
<a href="FluidTexture.uc">FluidTexture.uc</a> 06-Oct-2019 10:27 368
<a href="FractalTexture.uc">FractalTexture.uc</a> 06-Oct-2019 10:27 648
<a href="IceTexture.uc">IceTexture.uc</a> 06-Oct-2019 10:27 1547
<a href="WaterTexture.uc">WaterTexture.uc</a> 06-Oct-2019 10:27 2722
<a href="WaveTexture.uc">WaveTexture.uc</a> 06-Oct-2019 10:27 523
<a href="WetTexture.uc">WetTexture.uc</a> 06-Oct-2019 10:27 517
</pre><hr></body>
</html>