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# Engine.Emitter

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    //=============================================================================
    // Emitter: An Unreal Emitter Actor.
    //=============================================================================
    class Emitter extends Actor
    	native
    	placeable;

    var()	deepcopy	editinline	array<ParticleEmitter>	Emitters;

    var		(Global)	bool				AutoDestroy;
    var		(Global)	bool				AutoReset;
    var		(Global)	bool				DisableFogging;
    var		(Global)	bool				RotationAndVelocityFromOwner;
    var		(Global)	rangevector			GlobalOffsetRange;
    var		(Global)	range				TimeTillResetRange;

    var		transient	int					Initialized;
    var		transient	Box					BoundingBox;
    var		transient	float				EmitterRadius;
    var		transient	float				EmitterHeight;
    var		transient	bool				ActorForcesEnabled;
    var		transient	vector				GlobalOffset;
    var		transient	float				TimeTillReset;
    var		transient	bool				UseParticleProjectors;
    var		transient	ParticleMaterial	ParticleMaterial;
    var		transient	bool				DeleteParticleEmitters;

    #if IG_SHARED // rowan: emitter control
    var					bool	bPlaying;
    var					bool	bStoppedOverTime;

    event PlayEmitters()
    {
    	local byte i;

    	if (!bPlaying)
    	{
    		for(i = 0; i<Emitters.Length; ++i)
    		{
    			if (bStoppedOverTime)
    			{
    				Emitters[i].RespawnDeadParticles = true;
    				Emitters[i].KillPending = 0;
    			}

    			Emitters[i].Disabled = false;
    			Emitters[i].ResetParticles();
    		}

    		bStoppedOverTime = false;

    		bPlaying = true;
    	}
    }

    event StopEmitters(optional bool bStopOverTime)
    {
    	local byte i;

    	if (bPlaying)
    	{
    		// Disable all emitters
    		for(i = 0; i<Emitters.Length; ++i)
    		{
    			if (bStopOverTime)
    			{
    				Emitters[i].RespawnDeadParticles = false;
    				Emitters[i].KillPending = 1;
    				bStoppedOverTime = true;
    			}
    			else
    			{
    				Emitters[i].Disabled = true;
    			}
    		}

    		bPlaying = false;
    	}
    }
    #endif // IG

    // shutdown the emitter and make it auto-destroy when the last active particle dies.
    native function Kill();

    simulated function UpdatePrecacheRenderData()
    {
    	local int i;
    	for( i=0; i<Emitters.Length; i++ )
    	{
    		if( Emitters[i] != None )
    		{
    			if( Emitters[i].Texture != None )
    				Level.AddPrecacheMaterial(Emitters[i].Texture);
    		}
    	}
    }

    event Trigger( Actor Other, Pawn EventInstigator )
    {
    	local int i;
    	for( i=0; i<Emitters.Length; i++ )
    	{
    		if( Emitters[i] != None )
    			Emitters[i].Trigger();
    	}
    }

    #if IG_EFFECTS
    event PreAutoDestroyed()
    {
    	if (bNeedLifeTimeEffectEvents)
    	{
    		UntriggerEffectEvent('Alive');
    		TriggerEffectEvent('Destroyed');
    	}
    }
    #endif

    defaultproperties
    {
    	RemoteRole=ROLE_None
    	Style=STY_Particle
    	DrawType=DT_Particle
    	Texture=Texture'Engine_res.S_Emitter'
    #if IG_EFFECTS
    	// WARNING: We need emitters to be bNoDelete=false in order to be spawned at runtime by
    	// the Effects System. However, because they are RemoteRole=None, any emitters placed
    	// (not spawned) in a level will not show up on network clients.
    	// We solved this in SWAT by making Engine.Emitter be bNoDelete=true, and having all placed
    	// emitters be Engine.Emitters. Then we made a new SpawnableEmitter subclass that is bNoDelete=false,
    	// and all our effects that are spawned by the Effects System at runtime are subclasses of
    	// SpawnableEmitter.
    	bNoDelete=false
    #else
    //	bNoDelete=true
    #endif
    	bUnlit=true
    	bPlaying = true;
    #if IG_TRIBES3 // david: AutoDestroy default is 'true'
    	AutoDestroy=true
    #endif
    }

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Class file time: ne 5.9.2004 16:01:20.000 - Creation time: st 23.5.2018 00:10:43.248 - Created with UnCodeX