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DeusEx.ParticleIterator


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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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Class file time: Mon 8/11/2021 16:22:50.000 - Creation time: Mon 8/11/2021 16:31:30.400 - Created with UnCodeX