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//============================================================================= // ParticleGenerator. //============================================================================= class ParticleGenerator extends Effects; var() float frequency; // what's the chance of spewing a particle every checkTime seconds var() float riseRate; // how fast do the particles rise var() float ejectSpeed; // how fast do the particles get ejected var() texture particleTexture; // replacement texture to use (default is smoke) var() float particleLifeSpan; // how long each particle lives var() float particleDrawScale; // draw scale for each particle var() bool bParticlesUnlit; // is each particle unlit? var() bool bScale; // scale each particle as it rises? var() bool bFade; // fade each particle as it rises? var() bool bTriggered; // start by triggering? var() float spewTime; // how long do I spew after I am triggered? var() bool bRandomEject; // random eject velocity vector var() float checkTime; // how often should I spit out particles? var() bool bTranslucent; // are these particles translucent? var() bool bGravity; // are these particles affected by gravity? var() sound spawnSound; // sound to play when spawned var() bool bAmbientSound; // play the ambient sound? var() int numPerSpawn; // number of particles to spawn per puff var() name attachTag; // attach us to this actor var() bool bInitiallyOn; // if triggered, start on instead of off var bool bSpewing; // am I spewing? var bool bFrozen; // are we out of the player's sight? var float time; var bool bDying; // don't spew, but continue to update var() bool bModulated; // are these particles modulated? var vector pLoc; // Location used for replication, ParticleIterator uses these now var rotator pRot; // Rotation used for replication, ParticleIterator uses these now var ParticleProxy proxy; replication { reliable if ( ROLE == Role_Authority ) frequency, riseRate, ejectSpeed, particleTexture, particleLifeSpan, particleDrawScale, bParticlesUnlit, bScale, bFade, bTriggered, spewTime, bRandomEject, checkTime, bTranslucent, bGravity, numPerSpawn, attachTag, bInitiallyOn, bSpewing, bFrozen, time, bDying, bModulated, proxy, pLoc, pRot; } function Trigger(Actor Other, Pawn EventInstigator) { Super.Trigger(Other, EventInstigator); // if we are spewing, turn us off if (bSpewing) { bSpewing = False; proxy.bHidden = True; if (bAmbientSound && (AmbientSound != None)) SoundVolume = 0; } else // otherwise, turn us on { bSpewing = True; proxy.bHidden = False; LifeSpan = spewTime; if (bAmbientSound && (AmbientSound != None)) SoundVolume = 255; } } function UnTrigger(Actor Other, Pawn EventInstigator) { Super.UnTrigger(Other, EventInstigator); // if we are spewing, turn us off if (bSpewing) { bSpewing = False; proxy.bHidden = True; if (bAmbientSound && (AmbientSound != None)) SoundVolume = 0; } } simulated function Tick(float deltaTime) { local int i; // Server updates these location and rotation proxies if ( Role == ROLE_Authority ) { pLoc = Location; pRot = Rotation; } if (proxy != None) { // don't freeze if we're dying if (bDying) bFrozen = False; // if we are close, say 20 feet else if (proxy.DistanceFromPlayer < 320) bFrozen = False; // can the player see the generator? else if (proxy.LastRendered() <= 2.0) bFrozen = False; // can the player see our base? else if ((Base != None) && (Base != Level) && (Base.LastRendered() <= 2.0)) bFrozen = False; else bFrozen = True; } else bFrozen = True; // check LifeSpan and see if we need to DelayedDestroy() if ((LifeSpan > 0) && (LifeSpan <= 1.0)) { LifeSpan = 0; DelayedDestroy(); } // are we frozen if (bFrozen) return; Super.Tick(deltaTime); if (proxy != None) if (proxy.Texture != particleTexture) SetProxyData(); // tick the iterator since Objects don't Tick() if (ParticleIterator(RenderInterface) != None) ParticleIterator(RenderInterface).Update(deltaTime); // don't spew anymore if we're dying if (bDying || !bSpewing) return; // if the owner that I'm attached to is dead, kill me if ((attachTag != '') && (Owner == None)) Destroy(); time += deltaTime; if (time > checkTime) { time = 0; if (FRand() <= frequency) { if (spawnSound != None) PlaySound(spawnSound, SLOT_Misc,,, 1024); for (i=0; i<numPerSpawn; i++) if (ParticleIterator(RenderInterface) != None) ParticleIterator(RenderInterface).AddParticle(); } } } // // Don't actually destroy the generator until after all of the // particles have disappeared // function DelayedDestroy() { bDying = True; SetBase(None); SetTimer(1.0, True); } function Timer() { if (ParticleIterator(RenderInterface) != None) { if (ParticleIterator(RenderInterface).IsListEmpty()) Destroy(); } else // MB - We are most likely the server with no render interface, so kill it. Destroy(); } function Destroyed() { if (proxy != None) { proxy.Destroy(); proxy = None; } Super.Destroyed(); } simulated function SetProxyData() { if (proxy != None) { proxy.bUnlit = bParticlesUnlit; if (bModulated) proxy.Style = STY_Modulated; else if (bTranslucent) proxy.Style = STY_Translucent; else proxy.Style = STY_Masked; if (particleTexture != None) proxy.Texture = particleTexture; } } function PostBeginPlay() { local Actor A; Super.PostBeginPlay(); DrawType = DT_None; // create our proxy particle if (proxy == None) { proxy = Spawn(class'ParticleProxy',,, Location, Rotation); SetProxyData(); } if (bTriggered && !bInitiallyOn) { bSpewing = False; proxy.bHidden = True; SoundVolume = 0; } // attach us to the actor that was tagged if (attachTag != '') foreach AllActors(class'Actor', A, attachTag) if (A != None) { SetOwner(A); SetBase(A); } pLoc = Location; pRot = Rotation; } defaultproperties { Frequency=1.000000 RiseRate=10.000000 ejectSpeed=10.000000 particleLifeSpan=4.000000 particleDrawScale=0.100000 bParticlesUnlit=True bScale=True bFade=True checkTime=0.100000 bTranslucent=True numPerSpawn=1 bInitiallyOn=True bSpewing=True bDirectional=True DrawType=DT_Sprite Texture=Texture'Engine.S_Inventory' CollisionRadius=80.000000 CollisionHeight=80.000000 RenderIteratorClass=Class'DeusEx.ParticleIterator' } |
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