rott/kf_sources/Engine/Classes/xWeatherEffect.uc
2026-07-14 20:27:09 +07:00

97 lines
2.4 KiB
Ucode

//=============================================================================
// xWeatherEffect
// Copyright 2001 Digital Extremes - All Rights Reserved.
// Confidential.
//=============================================================================
class xWeatherEffect extends Actor
native
exportstructs
placeable;
#exec Texture Import File=Textures\S_Wind.tga Name=S_Wind Mips=Off
struct WeatherPcl
{
var Vector Pos;
var Vector Vel;
var float Life;
var float Size;
var float HitTime;
var float InvLifeSpan;
var float DistAtten;
var byte frame;
var byte Dummy1;
var byte Visible;
var byte Dummy2;
};
var() enum EWeatherType
{
WT_Rain,
WT_Snow,
WT_Dust,
} WeatherType;
var() int numParticles;
var transient int numActive;
var transient Box box;
var transient Vector eyePos;
var transient Vector eyeDir;
var transient Vector spawnOrigin;
var transient Vector eyeMoveVec;
var transient float eyeVel;
var() float deviation;
var() float maxPclEyeDist;
var() float numCols;
var() float numRows;
var transient float numFrames;
var transient float texU;
var transient float texV;
var transient bool noReference; // this effect isn't referenced by any volume
var Vector spawnVecU;
var Vector spawnVecV;
var() Vector spawnVel;
var() RangeVector Position;
var() Range Speed;
var() Range Life;
var() Range Size;
var() Range EyeSizeClamp;
var(Force) bool bForceAffected;
var transient array<WeatherPcl> pcl;
var transient array<Volume> pclBlockers;
defaultproperties
{
Texture=S_Actor
bHidden=false
bHiddenEd=false
Physics=PHYS_None
bUnlit=true
bNetTemporary=false
bGameRelevant=true
RemoteRole=ROLE_SimulatedProxy
DrawType=DT_Particle
Style=STY_Translucent
DrawScale=4.000000
maxPclEyeDist=590.0
numCols=4.0
numRows=4.0
Position=(X=(Min=-300,Max=300),Y=(Min=-300,Max=300),Z=(Min=-100,Max=300))
Speed=(Min=100,Max=200)
Life=(Min=3,Max=4)
WeatherType=WT_Snow
Size=(Min=4,Max=5)
deviation=0.4
numParticles=1024
spawnVel=(X=0.0,Y=0.0,Z=-1.0)
bNoDelete=true
bHighDetail=True
}