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class TerrainInfo extends Info noexport showcategories(Movement,Collision,Lighting,LightColor,Karma,Force) native placeable; #exec Texture Import File=Textures\Terrain_info.pcx Name=S_TerrainInfo Mips=Off MASKED=1 #exec Texture Import File=Textures\S_WhiteCircle.pcx Name=S_WhiteCircle Mips=Off MASKED=1 #exec Texture Import File=Textures\Bad.pcx Name=TerrainBad Mips=Off #exec Texture Import File=Textures\DecoPaint.pcx Name=DecoPaint Mips=Off struct NormalPair { var vector Normal1; var vector Normal2; }; enum ETexMapAxis { TEXMAPAXIS_XY, TEXMAPAXIS_XZ, TEXMAPAXIS_YZ, }; enum ESortOrder { SORT_NoSort, SORT_BackToFront, SORT_FrontToBack }; struct TerrainLayer { var() Material Texture; var() Texture AlphaMap; var() float UScale; var() float VScale; var() float UPan; var() float VPan; var() ETexMapAxis TextureMapAxis; var() float TextureRotation; var() Rotator LayerRotation; var Matrix TerrainMatrix; var() float KFriction; var() float KRestitution; var transient Texture LayerWeightMap; }; struct DecorationLayer { var() int ShowOnTerrain; var() Texture ScaleMap; var() Texture DensityMap; var() Texture ColorMap; var() StaticMesh StaticMesh; var() rangevector ScaleMultiplier; var() range FadeoutRadius; var() range DensityMultiplier; var() int MaxPerQuad; var() int Seed; var() int AlignToTerrain; var() ESortOrder DrawOrder; var() int ShowOnInvisibleTerrain; var() int LitDirectional; var() int DisregardTerrainLighting; var() int RandomYaw; var() EDetailMode DetailMode; }; struct DecoInfo { var vector Location; var rotator Rotation; var vector Scale; var vector TempScale; var color Color; var int Distance; }; struct DecoSectorInfo { var array<DecoInfo> DecoInfo; var vector Location; var float Radius; }; struct DecorationLayerData { var array<DecoSectorInfo> Sectors; }; var() int TerrainSectorSize; var() Texture TerrainMap; var() Texture VertexLightMap; // sjs var() vector TerrainScale; var() TerrainLayer Layers[32]; var() array<DecorationLayer> DecoLayers; var() float DecoLayerOffset; var() bool Inverted; // This option means use half the graphics res for Karma collision. // Note - Karma ignores per-quad info (eg. 'invisible' and 'edge-turned') with this set to true. var() bool bKCollisionHalfRes; // // Internal data // var transient int JustLoaded; var native const array<DecorationLayerData> DecoLayerData; var native const array<TerrainSector> Sectors; var native const array<vector> Vertices; var native const int HeightmapX; var native const int HeightmapY; var native const int SectorsX; var native const int SectorsY; var native const TerrainPrimitive Primitive; var native const array<NormalPair> FaceNormals; var native const vector ToWorld[4]; var native const vector ToHeightmap[4]; var native const array<int> SelectedVertices; var native const int ShowGrid; var const array<int> QuadVisibilityBitmap; var const array<int> EdgeTurnBitmap; var const array<material> QuadDomMaterialBitmap; var native const array<int> RenderCombinations; var native const array<int> VertexStreams; var native const array<color> VertexColors; var native const array<color> PaintedColor; // editor only var native const Texture CollapsedLayers; // OLD var native const Texture OldTerrainMap; var native const array<byte> OldHeightmap; // Heightmap manipulation functions native final function PokeTerrain( vector WorldLocation, int Radius, int MaxDepth ); defaultproperties { TerrainSectorSize=16 TerrainScale=(X=64.000000,Y=64.000000,Z=64.000000) bUseDynamicLights=Wahr bStatic=Wahr bWorldGeometry=Wahr Texture=Texture'Engine.S_TerrainInfo' bStaticLighting=Wahr } |
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