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//============================================================================= // xWeatherEffect // Copyright 2001 Digital Extremes - All Rights Reserved. // Confidential. //============================================================================= class xWeatherEffect extends Actor native exportstructs placeable; #exec Texture Import File=Textures\S_Wind.tga Name=S_Wind Mips=Off struct 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; var transient array<WeatherPcl> pcl; var transient array<Volume> pclBlockers; defaultproperties { WeatherType=WT_Snow numParticles=1024 deviation=0.400000 maxPclEyeDist=590.000000 numCols=4.000000 numRows=4.000000 spawnVel=(Z=-1.000000) Position=(X=(Min=-300.000000,Max=300.000000),Y=(Min=-300.000000,Max=300.000000),Z=(Min=-100.000000,Max=300.000000)) Speed=(Min=100.000000,Max=200.000000) Life=(Min=3.000000,Max=4.000000) Size=(Min=4.000000,Max=5.000000) DrawType=DT_Particle bNoDelete=Wahr bHighDetail=Wahr RemoteRole=ROLE_SimulatedProxy DrawScale=4.000000 Style=STY_Translucent bUnlit=Wahr bGameRelevant=Wahr } |
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