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//============================================================================= // Emitter: An Unreal Emitter Actor. //============================================================================= class Emitter extends Actor native placeable; #exec Texture Import File=Textures\S_Emitter.pcx Name=S_Emitter Mips=Off MASKED=1 var() export editinline array<ParticleEmitter> Emitters; var (Global) rangevector GlobalOffsetRange; var (Global) range TimeTillResetRange; var (Global) bool AutoDestroy; var (Global) bool AutoReset; var (Global) bool DisableFogging; var transient vector OldLocation; // Laurent -- for ptcl location interpolation var transient vector GlobalOffset; var transient vector AbsoluteVelocity; var transient int Initialized; var transient box BoundingBox; var transient float EmitterRadius; var transient float EmitterHeight; var transient float TimeTillReset; var transient bool UseParticleProjectors; var transient bool DeleteParticleEmitters; var transient bool ActorForcesEnabled; var transient ParticleMaterial ParticleMaterial; // shutdown the emitter and make it auto-destroy when the last active particle dies. native function Kill(); simulated function UpdatePrecacheMaterials() { local int i; super.UpdatePrecacheMaterials(); for( i=0; i<Emitters.Length; i++ ) { if( Emitters[i] != None ) { if( Emitters[i].Texture != None ) Level.AddPrecacheMaterial(Emitters[i].Texture); } } } simulated event Trigger( Actor Other, Pawn EventInstigator ) { local int i; for( i=0; i<Emitters.Length; i++ ) { if( Emitters[i] != None ) Emitters[i].Trigger(); } } simulated event SpawnParticle( int Amount ) { local int i; for( i=0; i<Emitters.Length; i++ ) { if( Emitters[i] != None ) Emitters[i].SpawnParticle(Amount); } } simulated function Reset() { local int i; for( i=0; i<Emitters.Length; i++ ) { if ( Emitters[i] != None ) Emitters[i].Reset(); } } defaultproperties { DrawType=DT_Particle bNoDelete=Wahr RemoteRole=ROLE_None Texture=Texture'Engine.S_Emitter' Style=STY_Particle bUnlit=Wahr bNotOnDedServer=Wahr } |
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