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class FluidVolume extends PhysicsVolume native; var (SurfaceTexturing) editinlineuse Cubemap ReflectionMap; var (SurfaceColor) byte Transparency; var (SurfaceColor) color BaseColor; var (SurfaceColor) color TangentColor; var (SurfaceColor) color ReflectionModulator; var (SurfaceWaves) float SubdivisionSize; var (SurfaceWaves) byte EdgePolyBuffer; var (SurfaceWaves) float WaveHeightScaler; var (SurfaceWaves) float WaveSpeedScaler; var (SurfaceWaves) editinlineuse FluidSurfaceParamaters SurfaceParamaters; var (SurfaceRipples) editinlineuse Texture NormalMap; var (SurfaceRipples) float RippleScale; var (SurfaceRipples) byte RippleStrength; var (SurfaceRipples) vector RippleSpeed; var (SurfaceLowDetail) editinlineuse Texture Texture; var (SurfaceLowDetail) float TextureScale; var (SurfaceLowDetail) vector TextureSpeed; var const transient private noexport int Interface; // hidden UFluidVolumeInterface // these only get called in certain circumstances. need to use ActorEnter, ActorLeaving instead /* simulated event Touch(Actor Other) { log("FLUID TOUCHED BY "$Other.Name); } simulated event UnTouch(Actor Other) { log("FLUID UNTOUCHED BY "$Other.Name); } */ simulated event PostBeginPlay() { if (Texture == None) Texture = Texture(DynamicLoadObject("water.lowres", class'Texture')); } // effect events simulated event ActorEnteredVolume(Actor Other) { Other.TriggerEffectEvent( 'WaterEnter', None, None, Other.Location, Rotator(Other.Velocity)); } simulated event ActorLeavingVolume(Actor Other) { Other.TriggerEffectEvent( 'WaterLeave', None, None, Other.Location, Rotator(Other.Velocity)); } simulated event PawnEnteredVolume(Pawn Other) { super.PawnEnteredVolume(Other); Other.TriggerEffectEvent( 'WaterEnter', None, None, Other.Location, Rotator(Other.Velocity)); } simulated event PawnLeavingVolume(Pawn Other) { super.PawnLeavingVolume(Other); Other.TriggerEffectEvent( 'WaterLeave', None, None, Other.Location, Rotator(Other.Velocity)); } defaultproperties { DrawType = DT_FluidVolume // optimisation: // bDisableTouch = true // had to comment this out... it caused fogging in fluid volumes to break bUnlit = true bAcceptsProjectors = false Transparency = 127 SubdivisionSize = 512 WaveHeightScaler = 0.5 WaveSpeedScaler = 1.0 BaseColor = (R=0,G=100,B=255,A=0) TangentColor = (R=0,G=150,B=200,A=0) ReflectionModulator = (R=128,G=128,B=128,A=128) NormalMap = Texture'Engine_res.Render.SurfaceRipplesNorm' RippleScale = 2048 RippleSpeed = (X=3,Y=3,Z=0) RippleStrength = 100 TextureScale = 512 TextureSpeed = (X=20,Y=20,Z=0) bWaterVolume = true KBuoyancy=0.9 FluidFriction=+0.45 } |
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