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//============================================================================= // xWeatherEffect // Copyright 2001 Digital Extremes - All Rights Reserved. // Confidential. //============================================================================= class xWeatherEffect extends Actor native placeable; //#exec Texture Import File=Textures\S_Wind.tga Name=S_Wind Mips=Off struct native 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; #if IG_SHARED var() bool OnlyPlayInZone; #endif 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 } |
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