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