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DeusEx.ParticleGenerator


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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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Class file time: Mon 8/11/2021 16:22:50.000 - Creation time: Mon 8/11/2021 16:31:30.370 - Created with UnCodeX