
	Precipitation v0.2
		http://www.moddb.com/mods/precipitation
	- by Smoke39 (smoke39@gmail.com)
	- sounds and snowflake texture courtesy of
		The Nameless Mod by Off Topic Productions

This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/.

About:
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Precipitation is a package for creators to add rain, snow, and other weather effects to their maps in Deus Ex.  Originally created as a sort of tech demo for fun, Precipitation was subsequently used in The Nameless Mod by Off Topic Productions.  I've now finally overhauled the mod to be easier to use, and to add features and fixes for a proper, official release.

Also available now is a demo map with examples of how to set up weather effects in a map.  The demo also includes a sample player class, which demonstrates how to enable footstep effects in a custom player class for mods.  The demo can be downloaded from http://www.moddb.com/mods/precipitation.

Special thanks to Björn of Deus Ex: Revision for prompting me to revisit this mod!

New in this version:
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added hail
PrecipitationZones can now specify a secondary Precipitation type (defaults to hail; just set AltPrecipRate to something > 0 to mix it in with the rain)
removed redefinition of Target from Precipitator (there was already a Target variable defined in Actor)
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- ability to disable weather effects (with more robust sound effects disabling
	than the old TNM version; if loading an old save you may need to
	enter/exit a precipitation/shelter zone to reset the sound states)
	Add this to DeusEx.ini (TNM has a menu option for this):
		[Precipitation.Precipitator]
		bWeatherEnabled=false
- stuff for mappers:
	- PrecipitationShelters and PrecipitationNodes now use tags for
		constructing the node chain, instead of the old awkward method
		[the old variables are still used, though, and if they're already
		set they'll be favored over the tags for backward compatibility]
	- PrecipitationNodes now calculate PrecipFreq and PrecipDensity
		automatically based on the properties of the PrecipitationZone they
		reside in
	- PrecipitationShelters can now share ShelterSounds (check out the tunnel
		in the demo map to see why you'd ever want to do this)
	- new PrecipitationZone property, bSplashyFeet, which indicates that the
		zone is wet enough to make the player's footsteps splashy (requires
		a custom player class)
	- new PrecipitationSound, which turns off or changes to a different sound
		when weather is disabled (check out the sounds by the pool in the
		demo map)
- stuff for coders:
	- PrecipitationZone has a static function RainStep() for making splashy
		footstep sounds
	- SnowZone has a static function SnowStep() for spawning footprints, and
		for convenient access to new custom snow footstep sounds courtesy of
		The Nameless Mod by Off Topic Productions
	- see PrecipDemo.precipDemoPlayer for examples of how to use these
- overhauled snow:
	- SnowZones use a specialized Precipitator that tries to compensate for
		the slow falling speed of snow to better fill the player's view
		without requiring as large a PrecipRad
	- decresed default SnowZone PrecipRad (not as necessary given the previous
		note; gives a bit thicker snow with the same density settings)
	- snowflakes fall a bit faster
	- gave snowflakes a proper texture courtesy of The Nameless Mod by Off
		Topic Productions
	- snowflake DrawScale increases from 0 over a split second to make it less
		obvious that they're appearing out of thin air
- water stuff:
	- PrecipitationZone no longer mutes itself in BeginPlay() (not sure why
		this was there in the first place; it was preventing the underwater
		ambient sound from playing)
	- PrecipitationZone.PrecipNoise is now turned off when the player's head
		is submerged
- other fixes:
	- raindrops no longer fall through movers
	- PrecipitationShelters no longer toggle all ShelterSounds when they have
		no SoundTag set
- other tweaks:
	- new rain sounds courtesy of The Nameless Mod by Off Topic Productions
	- FollowingSound now attaches to the front of your collision cylinder
		instead of using PHYS_Trailer; this reduces the angular offset from
		it caused by view bob, which stops the sound from wobbling side to
		side while running
	- slightly reduced the size of the built-in raindrops
	- bSlanty effect is much subtler now
	- tweaked sound fade-ins for smoother transitions
- technical:
	- PrecipitationZones can now have a custom PrecipitatorClass set (you
		likely won't need to mess with this, but it's there for advanced
		customization)
	- PrecipitationNodes that don't reside in a PrecipitationZone just disable
		themselves now, instead of deleting the chain from there on (no more
		accessed nones, less destructive) [the error still gets logged]
	- PrecipitationNodes that are not referenced by a PrecipitationShelter now
		give a log error
	- PrecipitationZones now try to reuse Precipitators and FollowingSounds
		that have the same settings
		Ever try to jump out of water only to stay in place and hear the
		water exit noise play over and over again?  That generates a lot of
		zone transitions, which were spawning piles of new Precipitators and
		FollowingSounds, which could crash the game.  This change should fix
		that.
	- a number of variables that were copied from PrecipitationZone to
		Precipitator are now referenced from the controlling zone by the
		Precipitator directly (this shouldn't affect you)
