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# Engine.BeamEmitter

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    //=============================================================================
    // BeamEmitter: An Unreal Beam Particle Emitter.
    //=============================================================================
    class BeamEmitter extends ParticleEmitter
    	native;

    enum EBeamEndPointType
    {
    	PTEP_Velocity,
    	PTEP_Distance,
    	PTEP_Offset,
    	PTEP_Actor,
    	PTEP_TraceOffset,
    	PTEP_OffsetAsAbsolute
    };

    struct ParticleBeamData
    {
    	var vector	Location;
    	var float	t;
    };

    struct ParticleBeamEndPoint
    {
    	var () name			ActorTag;
    	var () RangeVector	Offset;
    	var () float		Weight;
    };

    struct ParticleBeamScale
    {
    	var () vector		FrequencyScale;
    	var () float		RelativeLength;
    };

    var (Beam)			Range						BeamDistanceRange;
    var (Beam)			array<ParticleBeamEndPoint>	BeamEndPoints;
    var (Beam)			EBeamEndPointType			DetermineEndPointBy;
    var (Beam)			float						BeamTextureUScale;
    var (Beam)			float						BeamTextureVScale;
    var (Beam)			int							RotatingSheets;
    var (Beam)			bool						TriggerEndpoint;

    var (BeamNoise)		RangeVector					LowFrequencyNoiseRange;
    var (BeamNoise)		int							LowFrequencyPoints;
    var (BeamNoise)		RangeVector					HighFrequencyNoiseRange;
    var (BeamNoise)		int							HighFrequencyPoints;
    var (BeamNoise)		array<ParticleBeamScale>	LFScaleFactors;
    var (BeamNoise)		array<ParticleBeamScale>	HFScaleFactors;
    var (BeamNoise)		float						LFScaleRepeats;
    var (BeamNoise)		float						HFScaleRepeats;
    var (BeamNoise)		bool						UseHighFrequencyScale;
    var (BeamNoise)		bool						UseLowFrequencyScale;
    var (BeamNoise)		bool						NoiseDeterminesEndPoint;
    var (BeamNoise)		RangeVector					DynamicHFNoiseRange;
    var (BeamNoise)		Range						DynamicHFNoisePointsRange;
    var (BeamNoise)		Range						DynamicTimeBetweenNoiseRange;

    var (BeamBranching) bool						UseBranching;
    var (BeamBranching)	Range						BranchProbability;
    var	(BeamBranching) Range						BranchHFPointsRange;
    var (BeamBranching)	int							BranchEmitter;
    var (BeamBranching) Range						BranchSpawnAmountRange;
    var (BeamBranching) bool						LinkupLifetime;

    var	transient		int							SheetsUsed;
    var transient		int							VerticesPerParticle;
    var transient		int							IndicesPerParticle;
    var transient		int							PrimitivesPerParticle;
    var transient		float						BeamValueSum;
    var transient		array<ParticleBeamData>		HFPoints;
    var transient		array<vector>				LFPoints;
    var transient		array<actor>				HitActors;
    var transient		float						TimeSinceLastDynamicNoise;

    defaultproperties
    {
    	HighFrequencyPoints=10
    	LowFrequencyPoints=3
    	BeamTextureUScale=1
    	BeamTextureVScale=1
    	BranchEmitter=-1
    	BranchHFPointsRange=(Min=0,Max=1000)
    }

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Class file time: ne 5.9.2004 16:01:20.000 - Creation time: st 23.5.2018 00:10:42.451 - Created with UnCodeX