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//============================================================================= // ZoneInfo, the built-in Unreal class for defining properties // of zones. If you place one ZoneInfo actor in a // zone you have partioned, the ZoneInfo defines the // properties of the zone. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class ZoneInfo extends Info native placeable; //----------------------------------------------------------------------------- // Zone properties. var skyzoneinfo SkyZone; // Optional sky zone containing this zone's sky. var() name ZoneTag; var() localized String LocationName; //----------------------------------------------------------------------------- // Zone flags. var() bool bTerrainZone; // There is terrain in this zone. var() bool bDistanceFog; // There is distance fog in this zone. var() bool bClearToFogColor; // Clear to fog color if distance fog is enabled. var const array<TerrainInfo> Terrains; //----------------------------------------------------------------------------- // Zone light. var vector AmbientVector; var(ZoneLight) byte AmbientBrightness, AmbientHue, AmbientSaturation; #if IG_BUMPMAP // rowan: control ambient ground ratio for this zone var(ZoneLight) float AmbientXGroundRatio; #endif var(ZoneLight) color DistanceFogColor; var(ZoneLight) float DistanceFogStart; var(ZoneLight) float DistanceFogEnd; var(ZoneLight) float DistanceFogBlendTime; #if IG_FOG // rowan: control fog type in zone var(ZoneLight) enum EFogType { FG_Linear, FG_Exponential, } DistanceFogType; var(ZoneLight) float DistanceFogExpBias; var(ZoneLight) float DistanceFogClipBias; // we can make objects clip out before or after they are fully fogged out var() bool bClipToDistanceFog; // objects should be clipped based on the far distance fog distance var() bool bDisableFogScaling; // disable fog scaling on minspec machines #endif var(ZoneLight) const texture EnvironmentMap; var(ZoneLight) float TexUPanSpeed, TexVPanSpeed; var(ZoneSound) editinline I3DL2Listener ZoneEffect; #if IG_SHARED // explicitly specify which skyzone we are hooked to var(ZoneLight) name SkyZoneTag; #endif //------------------------------------------------------------------------------ var(ZoneVisibility) bool bLonelyZone; // This zone is the only one to see or never seen var(ZoneVisibility) editinline array<ZoneInfo> ManualExcludes; // No Idea.. just sounded cool #if IG_EFFECTS var() array<name> EffectsContexts; #endif //============================================================================= // Iterator functions. // Iterate through all actors in this zone. native(308) final iterator function ZoneActors( class<actor> BaseClass, out actor Actor ); simulated function LinkToSkybox() { local skyzoneinfo TempSkyZone; // SkyZone. foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' ) SkyZone = TempSkyZone; if(Level.DetailMode == DM_Low) { foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' ) if( !TempSkyZone.bHighDetail && !TempSkyZone.bSuperHighDetail ) SkyZone = TempSkyZone; } else if(Level.DetailMode == DM_High) { foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' ) if( !TempSkyZone.bSuperHighDetail ) SkyZone = TempSkyZone; } else if(Level.DetailMode == DM_SuperHigh) { foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' ) SkyZone = TempSkyZone; } #if IG_SHARED // rowan: if (SkyZoneTag != '') { foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' ) { if (TempSkyZone.ZoneTag == SkyZoneTag) SkyZone = TempSkyZone; } } #endif } //============================================================================= // Engine notification functions. simulated function PreBeginPlay() { Super.PreBeginPlay(); // call overridable function to link this ZoneInfo actor to a skybox LinkToSkybox(); } // When an actor enters this zone. #if IG_SHARED // Ryan: event ActorEntered( actor Other ) { if (Pawn(Other) != None) { SLog(Other $ " entered zone " $ self); dispatchMessage(new class'MessageZoneEntered'(label, Other.label)); Other.TriggerEffectEvent('InZone'); } } #else event ActorEntered( actor Other ); #endif // IG // When an actor leaves this zone. #if IG_SHARED // Ryan: event ActorLeaving( actor Other ) { if (Pawn(Other) != None) { SLog(Other $ " leaving zone " $ self); dispatchMessage(new class'MessageZoneExited'(label, Other.label)); Other.UnTriggerEffectEvent('InZone'); } } #else event ActorLeaving( actor Other ); #endif // IG defaultproperties { bStatic=True bNoDelete=True Texture=Texture'Engine_res.S_ZoneInfo' AmbientSaturation=255 DistanceFogColor=(R=128,G=128,B=128,A=0) DistanceFogStart=3000 DistanceFogEnd=8000 DistanceFogBlendTime=0 TexUPanSpeed=+00001.000000 TexVPanSpeed=+00001.000000 // #if IG_FOG DistanceFogExpBias=1.0 DistanceFogClipBias=1.0 // #endif //#if IG_BUMPMAP // rowan: control ambient ground ratio for this zone AmbientXGroundRatio=0.3 //#endif } |
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