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# Engine.FluidSurfaceInfo

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    class FluidSurfaceInfo extends Info
    	showcategories(Movement,Collision,Lighting,LightColor,Karma,Force)
    	native
    	noexport
    	placeable;

    var () enum EFluidGridType
    {
    	FGT_Square,
    	FGT_Hexagonal
    } FluidGridType;

    var () float						FluidGridSpacing; // distance between grid points
    var () int							FluidXSize; // num vertices in X direction
    var () int							FluidYSize; // num vertices in Y direction

    var () float						FluidHeightScale; // vertical scale factor

    var () float						FluidSpeed; // wave speed
    var () float						FluidDamping; // between 0 and 1

    var () float						FluidNoiseFrequency;
    var () Range						FluidNoiseStrength;

    var () bool							TestRipple;
    var () float						TestRippleSpeed;
    var () float						TestRippleStrength;
    var () float						TestRippleRadius;

    var () float						UTiles;
    var () float						UOffset;
    var	() float						VTiles;
    var () float						VOffset;
    var () float						AlphaCurveScale;
    var () float						AlphaHeightScale;
    var () byte 						AlphaMax;

    var () float						ShootStrength; // How hard to ripple water when shot
    var () float						ShootRadius; // How large a radius is affected when water is shot

    // How much to ripple the water when interacting with actors
    var () float						RippleVelocityFactor;
    var () float						TouchStrength;

    // Class of effect spawned when water surface it shot or touched by an actor
    var () class<Actor>					ShootEffect;
    var () bool							OrientShootEffect;

    var () class<Actor>					TouchEffect;
    var () bool							OrientTouchEffect;

    // Bitmap indicating which water verts are 'clamped' ie. dont move
    var const array<int>				ClampBitmap;

    // Terrain used for auto-clamping water verts if below terrain level.
    var () edfindable TerrainInfo		ClampTerrain;

    var () bool							bShowBoundingBox;
    var () bool							bUseNoRenderZ;
    var () float						NoRenderZ;

    // Amount of time to simulate during postload before water is first displayed
    var () float						WarmUpTime;

    // Rate at which fluid sim will be updated
    var () float						UpdateRate;

    var () color						FluidColor;

    // Sim storage
    var transient const array<float>	Verts0;
    var transient const array<float>	Verts1;
    var transient const array<byte>		VertAlpha;

    var transient const int				LatestVerts;

    var transient const Box				FluidBoundingBox;	// Current world-space AABB
    var transient const vector			FluidOrigin;		// Current bottom-left corner

    var transient const float			TimeRollover;
    //var transient const float			AverageTimeStep;
    //var transient const int  			StepCount;
    var transient const float			TestRippleAng;

    var transient const FluidSurfacePrimitive Primitive;
    var transient const array<FluidSurfaceOscillator>	Oscillators;
    var transient const bool			bHasWarmedUp;

    // Functions

    // Ripple water at a particlar location.
    // Ignores 'z' componenet of position.
    native final function Pling(vector Position, float Strength, optional float Radius);

    // Default behaviour when shot is to apply an impulse and kick the KActor.
    #if IG_SHARED  //tcohen: hooked TakeDamage(), used by effects system and reactive world objects
    simulated function PostTakeDamage(float Damage, Pawn instigatedBy, Vector hitlocation,
    						Vector momentum, class<DamageType> damageType, optional float projectileFactor)
    #else
    simulated function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation,
    						Vector momentum, class<DamageType> damageType)
    #endif
    {
    	//Log("FS TakeDam:"$hitlocation@damageType);

    	// Vibrate water at hit location.
    	Pling(hitLocation, ShootStrength, ShootRadius);

    	// If present, spawn splashy hit effect.
    	if( (ShootEffect != None) && EffectIsRelevant(hitLocation,false) )
    	{
    		if(OrientShootEffect)
    			spawn(ShootEffect, self, , hitLocation, rotator(momentum));
    		else
    			spawn(ShootEffect, self, , hitLocation);
    	}
    }

    simulated function Touch(Actor Other)
    {
    	local vector touchLocation;

    	Super.Touch(Other);

    	if( (Other == None) || !Other.bDisturbFluidSurface )
    		return;

    	touchLocation = Other.Location;

    	// Now projectiles affect water by Touch instead of TakeDamage, use ShootStrength here.
    	//Log("FS Touch:"$ShootStrength@Other.CollisionRadius);

    	//Pling(touchLocation, TouchStrength, Other.CollisionRadius);
    	Pling(touchLocation, ShootStrength, Other.CollisionRadius);

    	// JTODO: Fix for non-horizontal fluid
    	touchLocation.Z = Location.Z;
    	if( (TouchEffect != None) && EffectIsRelevant(touchLocation,false) )
    	{
    		if(OrientTouchEffect)
    			spawn(TouchEffect, self, , touchLocation, rotator(Other.Velocity));
    		else
    			spawn(TouchEffect, self, , touchLocation);
    	}
    }

    defaultproperties
    {
    	DrawType=DT_FluidSurface
    	Texture=Texture'Engine_res.S_FluidSurf'

    	FluidGridType=FGT_Hexagonal
    	FluidGridSpacing=24
    	FluidXSize=48
    	FluidYSize=48
    	FluidHeightScale=1

    	FluidSpeed=170
    	FluidDamping=0.5

    	ShootStrength=-50
    	ShootRadius=0
    	TouchStrength=-50

    	RippleVelocityFactor=-0.05

    	UpdateRate=50

    	FluidNoiseFrequency=60
    	FluidNoiseStrength=(Min=-70,Max=70)

    	TestRipple=False
    	TestRippleSpeed=3000
    	TestRippleStrength=-20
    	TestRippleRadius=48

    	AlphaCurveScale=0
    	AlphaHeightScale=10
    	AlphaMax=128
    	UTiles=1
    	UOffset=0
    	VTiles=1
    	VOffset=0

    	bShowBoundingBox=False
    	WarmUpTime=2

    	FluidColor=(R=0,G=0,B=0,A=0)

    	bUnlit=True
    	bHidden=False
    	bStatic=False
    	bNoDelete=True
    	bStaticLighting=False
    	bCollideActors=True
    	bCollideWorld=False
        bProjTarget=False
    	bBlockActors=False
    	bBlockNonZeroExtentTraces=True
    	bBlockZeroExtentTraces=True
    	bBlockPlayers=False
    	bWorldGeometry=False
    	bEdShouldSnap=True
    }

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Class file time: ne 5.9.2004 16:01:22.000 - Creation time: st 23.5.2018 00:10:43.425 - Created with UnCodeX