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# Engine.FluidVolume

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    class FluidVolume extends PhysicsVolume
    	native;

    var (SurfaceTexturing) editinlineuse Cubemap				ReflectionMap;

    var (SurfaceColor) byte										Transparency;
    var (SurfaceColor) color									BaseColor;
    var (SurfaceColor) color									TangentColor;
    var (SurfaceColor) color									ReflectionModulator;

    var (SurfaceWaves) float									SubdivisionSize;
    var (SurfaceWaves) byte										EdgePolyBuffer;
    var (SurfaceWaves) float									WaveHeightScaler;
    var (SurfaceWaves) float									WaveSpeedScaler;
    var (SurfaceWaves) editinlineuse FluidSurfaceParamaters		SurfaceParamaters;

    var (SurfaceRipples) editinlineuse Texture					NormalMap;
    var (SurfaceRipples) float									RippleScale;
    var (SurfaceRipples) byte									RippleStrength;
    var (SurfaceRipples) vector									RippleSpeed;

    var (SurfaceLowDetail) editinlineuse Texture				Texture;
    var (SurfaceLowDetail) float								TextureScale;
    var (SurfaceLowDetail) vector								TextureSpeed;

    var const transient private noexport int Interface;	// hidden UFluidVolumeInterface

    // these only get called in certain circumstances. need to use ActorEnter, ActorLeaving instead
    /*
    simulated event Touch(Actor Other)
    {
    	log("FLUID TOUCHED BY "$Other.Name);
    }
    simulated event UnTouch(Actor Other)
    {
    	log("FLUID UNTOUCHED BY "$Other.Name);
    }
    */

    simulated event PostBeginPlay()
    {
    	if (Texture == None)
    		Texture = Texture(DynamicLoadObject("water.lowres", class'Texture'));
    }

    // effect events
    simulated event ActorEnteredVolume(Actor Other)
    {
    	Other.TriggerEffectEvent( 'WaterEnter', None, None, Other.Location, Rotator(Other.Velocity));
    }

    simulated event ActorLeavingVolume(Actor Other)
    {
    	Other.TriggerEffectEvent( 'WaterLeave', None, None, Other.Location, Rotator(Other.Velocity));
    }

    simulated event PawnEnteredVolume(Pawn Other)
    {
    	super.PawnEnteredVolume(Other);
    	Other.TriggerEffectEvent( 'WaterEnter', None, None, Other.Location, Rotator(Other.Velocity));
    }

    simulated event PawnLeavingVolume(Pawn Other)
    {
    	super.PawnLeavingVolume(Other);
    	Other.TriggerEffectEvent( 'WaterLeave', None, None, Other.Location, Rotator(Other.Velocity));
    }

    defaultproperties
    {
    	DrawType = DT_FluidVolume

    	// optimisation:
    //	bDisableTouch = true // had to comment this out... it caused fogging in fluid volumes to break
    	bUnlit = true
    	bAcceptsProjectors = false

    	Transparency = 127
    	SubdivisionSize = 512
    	WaveHeightScaler = 0.5
    	WaveSpeedScaler = 1.0

    	BaseColor = (R=0,G=100,B=255,A=0)
    	TangentColor = (R=0,G=150,B=200,A=0)
    	ReflectionModulator = (R=128,G=128,B=128,A=128)

    	NormalMap = Texture'Engine_res.Render.SurfaceRipplesNorm'
    	RippleScale = 2048
    	RippleSpeed = (X=3,Y=3,Z=0)
    	RippleStrength = 100

    	TextureScale = 512
    	TextureSpeed = (X=20,Y=20,Z=0)

        bWaterVolume = true
    	KBuoyancy=0.9
    	FluidFriction=+0.45
    }

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Class file time: ne 5.9.2004 16:01:22.000 - Creation time: st 23.5.2018 00:10:43.447 - Created with UnCodeX