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Engine.ZoneInfo


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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;

#exec Texture Import File=Textures\ZoneInfo.pcx Name=S_ZoneInfo Mips=Off MASKED=1

//-----------------------------------------------------------------------------
// Zone properties.

var skyzoneinfo SkyZone; // Optional sky zone containing this zone's sky.
var() name ZoneTag;
var() localized String LocationName; 

var() float KillZ;      // any actor falling below this level gets destroyed
var() eKillZType KillZType; // passed by FellOutOfWorldEvent(), to allow different KillZ effects
var() bool bSoftKillZ;  // 2000 units of grace unless land

//-----------------------------------------------------------------------------
// 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;

var(ZoneLight) color DistanceFogColor;
var(ZoneLight) float DistanceFogStart;
var(ZoneLight) float DistanceFogEnd;
var transient  float RealDistanceFogEnd;
var(ZoneLight) float DistanceFogEndMin;
var(ZoneLight) float DistanceFogBlendTime;

var(ZoneLight) const texture EnvironmentMap;
var(ZoneLight) float TexUPanSpeed, TexVPanSpeed;
var(ZoneLight) float DramaticLightingScale;

var(ZoneSound) editinline I3DL2Listener ZoneEffect;

//------------------------------------------------------------------------------

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

//=============================================================================
// 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;
    }
}

//=============================================================================
// 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.
event ActorEntered( actor Other );

// When an actor leaves this zone.
event ActorLeaving( actor Other );

defaultproperties
{
     KillZ=-10000.000000
     AmbientSaturation=255
     DistanceFogColor=(B=128,G=128,R=128)
     DistanceFogStart=3000.000000
     DistanceFogEnd=8000.000000
     DistanceFogBlendTime=1.000000
     TexUPanSpeed=1.000000
     TexVPanSpeed=1.000000
     DramaticLightingScale=1.200000
     bStatic=Wahr
     bNoDelete=Wahr
     Texture=Texture'Engine.S_ZoneInfo'
}

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Class file time: Fr 30.3.2007 08:43:36.000 - Creation time: Mo 16.4.2007 11:20:58.234 - Created with UnCodeX