Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 |
#exec Texture Import File=Textures\S_FluidSurf.pcx Name=S_FluidSurf Mips=Off MASKED=1 class FluidSurfaceInfo extends Info showcategories(Movement,Collision,Lighting,LightColor,Karma,Force) native noexport placeable; var () enum EFluidGridType { FGT_Square, FGT_Hexagonal } FluidGridType; var () float FluidGridSpacing; // distance between grid points var () int FluidXSize; // num vertices in X direction var () int FluidYSize; // num vertices in Y direction var () float FluidHeightScale; // vertical scale factor var () float FluidSpeed; // wave speed var () float FluidTimeScale; var () float FluidDamping; // between 0 and 1 var () float FluidNoiseFrequency; var () range FluidNoiseStrength; var () bool TestRipple; var () float TestRippleSpeed; var () float TestRippleStrength; var () float TestRippleRadius; var () float UTiles; var () float UOffset; var () float VTiles; var () float VOffset; var () float AlphaCurveScale; var () float AlphaHeightScale; var () byte AlphaMax; var () float ShootStrength; // How hard to ripple water when shot var () float ShootRadius; // How large a radius is affected when water is shot // How much to ripple the water when interacting with actors var () float RippleVelocityFactor; var () float TouchStrength; // Class of effect spawned when water surface it shot or touched by an actor var () class<Actor> ShootEffect; var () bool OrientShootEffect; var () class<Actor> TouchEffect; var () bool OrientTouchEffect; // Bitmap indicating which water verts are 'clamped' ie. dont move var const array<int> ClampBitmap; // Terrain used for auto-clamping water verts if below terrain level. var () edfindable TerrainInfo ClampTerrain; var () bool bShowBoundingBox; var () bool bUseNoRenderZ; var () float NoRenderZ; // Amount of time to simulate during postload before water is first displayed var () float WarmUpTime; // Rate at which fluid sim will be updated var () float UpdateRate; var () color FluidColor; // Sim storage var transient const array<float> Verts0; var transient const array<float> Verts1; var transient const array<byte> VertAlpha; var transient const int LatestVerts; var transient const box FluidBoundingBox; // Current world-space AABB var transient const vector FluidOrigin; // Current bottom-left corner var transient const float TimeRollover; //var transient const float AverageTimeStep; //var transient const int StepCount; var transient const float TestRippleAng; var transient const FluidSurfacePrimitive Primitive; var transient const array<FluidSurfaceOscillator> Oscillators; var transient const bool bHasWarmedUp; // Functions // Ripple water at a particlar location. // Ignores 'z' componenet of position. native final function Pling(vector Position, float Strength, optional float Radius); // Default behaviour when shot is to apply an impulse and kick the KActor. simulated function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { //Log("FS TakeDam:"$hitlocation@damageType); if (damageType.default.FluidSurfaceShootStrengthMod ~= 0) return; // Vibrate water at hit location. Pling(hitLocation, ShootStrength * damageType.default.FluidSurfaceShootStrengthMod, ShootRadius); // If present, spawn splashy hit effect. if( (ShootEffect != None) && EffectIsRelevant(HitLocation,false) ) { if(OrientShootEffect) spawn(ShootEffect, self, , hitLocation, rotator(momentum)); else spawn(ShootEffect, self, , hitLocation); } } simulated function Touch(Actor Other) { local vector touchLocation; Super.Touch(Other); if( (Other == None) || !Other.bDisturbFluidSurface ) return; touchLocation = Other.Location; // Now projectiles affect water by Touch instead of TakeDamage, use ShootStrength here. Pling(touchLocation, ShootStrength * Other.FluidSurfaceShootStrengthMod, Other.CollisionRadius); // JTODO: Fix for non-horizontal fluid touchLocation.Z = Location.Z; if( (TouchEffect != None) && EffectIsRelevant(touchLocation,false) ) { if(OrientTouchEffect) spawn(TouchEffect, self, , touchLocation, rotator(Other.Velocity)); else spawn(TouchEffect, self, , touchLocation); } } defaultproperties { DrawType=DT_FluidSurface Texture=S_FluidSurf FluidGridType=FGT_Hexagonal FluidGridSpacing=24 FluidXSize=48 FluidYSize=48 FluidHeightScale=1 FluidSpeed=170 FluidTimeScale=1.0 FluidDamping=0.5 ShootStrength=-50 ShootRadius=0 TouchStrength=-50 RippleVelocityFactor=-0.05 UpdateRate=50 FluidNoiseFrequency=60 FluidNoiseStrength=(Min=-70,Max=70) TestRipple=False TestRippleSpeed=3000 TestRippleStrength=-20 TestRippleRadius=48 AlphaCurveScale=0 AlphaHeightScale=10 AlphaMax=128 UTiles=1 UOffset=0 VTiles=1 VOffset=0 bShowBoundingBox=False WarmUpTime=2 FluidColor=(R=0,G=0,B=0,A=0) bUnlit=True bHidden=False bStatic=False bNoDelete=True bStaticLighting=False bCollideActors=True bCollideWorld=False bProjTarget=False bBlockActors=False bBlockNonZeroExtentTraces=True bBlockZeroExtentTraces=True bWorldGeometry=False bEdShouldSnap=True } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |