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//============================================================================= // ParticleIterator. //============================================================================= class ParticleIterator extends RenderIterator native; struct sParticle { var bool bActive; var Vector initVel; var Vector Velocity; var Vector Location; var float DrawScale; var float ScaleGlow; var float LifeSpan; }; var sParticle Particles[64]; var int nextFreeParticle; var Actor proxy; // used by the C++ // DEUS_EX AMSD A bunch of variables that are copied from the Owner every update, set here to make it 1 set per tick, not 1 per tick per particle, // and to allow native code. var bool bOwnerUsesGravity; var bool bOwnerScales; var bool bOwnerFades; var float OwnerZoneGravity; var float OwnerRiseRate; var float OwnerLifeSpan; var float OwnerDrawScale; native(3017) final function UpdateParticles(float DeltaTime); simulated function AddParticle() { local int i, lastFreeParticle; local ParticleGenerator Owner; Owner = ParticleGenerator(Outer); if (Owner != None) { if (nextFreeParticle != -1) { Particles[nextFreeParticle].Velocity = Owner.ejectSpeed * vector(Owner.pRot); if (Owner.bRandomEject) Particles[nextFreeParticle].Velocity += 0.2 * Owner.ejectSpeed * VRand(); Particles[nextFreeParticle].Location = Owner.pLoc; Particles[nextFreeParticle].initVel = Particles[nextFreeParticle].Velocity; Particles[nextFreeParticle].DrawScale = Owner.particleDrawScale; Particles[nextFreeParticle].LifeSpan = Owner.particleLifeSpan; Particles[nextFreeParticle].bActive = True; // get the next free particle in the list lastFreeParticle = nextFreeParticle; i = nextFreeParticle; if (++i >= ArrayCount(Particles)) i = 0; while (i != lastFreeParticle) { if (!Particles[i].bActive) { nextFreeParticle = i; break; } if (++i >= ArrayCount(Particles)) i = 0; } // if we didn't find an empty one, set us to -1 if (lastFreeParticle == nextFreeParticle) nextFreeParticle = -1; } } } simulated function DeleteParticle(int i) { if ((i >= 0) && (i < ArrayCount(Particles))) if (Particles[i].bActive) { Particles[i].bActive = False; nextFreeParticle = i; } } function bool IsListEmpty() { local int i; for (i=0; i<ArrayCount(Particles); i++) if (Particles[i].bActive) return False; return True; } // // this must be called by the owner, since object's don't tick() // simulated function Update(float deltaTime) { local int i; local ParticleGenerator Owner; local bool bNoneActive; Owner = ParticleGenerator(Outer); if (Owner != None) { bNoneActive = True; bOwnerUsesGravity = Owner.bGravity; bOwnerScales = Owner.bScale; bOwnerFades = Owner.bFade; OwnerZoneGravity = Owner.Region.Zone.ZoneGravity.Z; OwnerRiseRate = Owner.riseRate; OwnerLifeSpan = Owner.particleLifeSpan; OwnerDrawScale = Owner.particleDrawScale; // DEUS_EX AMSD Moved to a native call to speed up. UpdateParticles(deltaTime); } } function Init(PlayerPawn Camera) { local ParticleGenerator Owner; Owner = ParticleGenerator(Outer); if (Owner != None) { proxy = Owner.proxy; if (Owner.bFrozen) MaxItems = 0; else MaxItems = 64; } } defaultproperties { MaxItems=64 } |
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