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# Engine.ZoneInfo

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    //=============================================================================
    // ZoneInfo, the built-in Unreal class for defining properties
    // of zones.  If you place one ZoneInfo actor in a
    // zone you have partioned, the ZoneInfo defines the
    // properties of the zone.
    // This is a built-in Unreal class and it shouldn't be modified.
    //=============================================================================
    class ZoneInfo extends Info
    	native
    	placeable;

    //-----------------------------------------------------------------------------
    // Zone properties.

    var skyzoneinfo SkyZone; // Optional sky zone containing this zone's sky.
    var() name ZoneTag;
    var() localized String LocationName;

    //-----------------------------------------------------------------------------
    // Zone flags.

    var()		bool   bTerrainZone;		// There is terrain in this zone.
    var()		bool   bDistanceFog;		// There is distance fog in this zone.
    var()		bool   bClearToFogColor;	// Clear to fog color if distance fog is enabled.

    var const array<TerrainInfo> Terrains;

    //-----------------------------------------------------------------------------
    // Zone light.
    var            vector AmbientVector;
    var(ZoneLight) byte AmbientBrightness, AmbientHue, AmbientSaturation;
    #if IG_BUMPMAP	// rowan: control ambient ground ratio for this zone
    var(ZoneLight) float AmbientXGroundRatio;
    #endif

    var(ZoneLight) color DistanceFogColor;
    var(ZoneLight) float DistanceFogStart;
    var(ZoneLight) float DistanceFogEnd;
    var(ZoneLight) float DistanceFogBlendTime;

    #if IG_FOG	// rowan: control fog type in zone
    var(ZoneLight) enum EFogType
    {
    	FG_Linear,
    	FG_Exponential,
    } DistanceFogType;

    var(ZoneLight) float DistanceFogExpBias;
    var(ZoneLight) float DistanceFogClipBias;	// we can make objects clip out before or after they are fully fogged out

    var() bool	bClipToDistanceFog;		// objects should be clipped based on the far distance fog distance
    var() bool	bDisableFogScaling;		// disable fog scaling on minspec machines
    #endif

    var(ZoneLight) const texture EnvironmentMap;
    var(ZoneLight) float TexUPanSpeed, TexVPanSpeed;

    var(ZoneSound) editinline I3DL2Listener ZoneEffect;

    #if IG_SHARED	 // explicitly specify which skyzone we are hooked to
    var(ZoneLight) name SkyZoneTag;
    #endif

    //------------------------------------------------------------------------------

    var(ZoneVisibility) bool bLonelyZone;								// This zone is the only one to see or never seen
    var(ZoneVisibility) editinline array<ZoneInfo> ManualExcludes;		// No Idea.. just sounded cool

    #if IG_EFFECTS
    var() array<name> EffectsContexts;
    #endif

    //=============================================================================
    // Iterator functions.

    // Iterate through all actors in this zone.
    native(308) final iterator function ZoneActors( class<actor> BaseClass, out actor Actor );

    simulated function LinkToSkybox()
    {
    	local skyzoneinfo TempSkyZone;

    	// SkyZone.
    	foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' )
    		SkyZone = TempSkyZone;
    	if(Level.DetailMode == DM_Low)
    	{
    		foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' )
    			if( !TempSkyZone.bHighDetail && !TempSkyZone.bSuperHighDetail )
    				SkyZone = TempSkyZone;
    	}
    	else if(Level.DetailMode == DM_High)
    	{
    	foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' )
    			if( !TempSkyZone.bSuperHighDetail )
    				SkyZone = TempSkyZone;
    	}
    	else if(Level.DetailMode == DM_SuperHigh)
    	{
    		foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' )
    			SkyZone = TempSkyZone;
    	}
    #if IG_SHARED	// rowan:
    	if (SkyZoneTag != '')
    	{
    		foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' )
    		{
    			if (TempSkyZone.ZoneTag == SkyZoneTag)
    				SkyZone = TempSkyZone;
    		}
    	}
    #endif
    }

    //=============================================================================
    // Engine notification functions.

    simulated function PreBeginPlay()
    {
    	Super.PreBeginPlay();

    	// call overridable function to link this ZoneInfo actor to a skybox
    	LinkToSkybox();
    }

    // When an actor enters this zone.
    #if IG_SHARED // Ryan:
    event ActorEntered( actor Other )
    {
    	if (Pawn(Other) != None)
    	{
    		SLog(Other $ " entered zone " $ self);
    		dispatchMessage(new class'MessageZoneEntered'(label, Other.label));

            Other.TriggerEffectEvent('InZone');
    	}
    }
    #else
    event ActorEntered( actor Other );
    #endif // IG

    // When an actor leaves this zone.
    #if IG_SHARED // Ryan:
    event ActorLeaving( actor Other )
    {
    	if (Pawn(Other) != None)
    	{
    		SLog(Other $ " leaving zone " $ self);
    		dispatchMessage(new class'MessageZoneExited'(label, Other.label));

            Other.UnTriggerEffectEvent('InZone');
    	}
    }
    #else
    event ActorLeaving( actor Other );
    #endif // IG

    defaultproperties
    {
         bStatic=True
         bNoDelete=True
         Texture=Texture'Engine_res.S_ZoneInfo'
         AmbientSaturation=255
    	 DistanceFogColor=(R=128,G=128,B=128,A=0)
    	 DistanceFogStart=3000
    	 DistanceFogEnd=8000
    	 DistanceFogBlendTime=0
         TexUPanSpeed=+00001.000000
         TexVPanSpeed=+00001.000000

    // #if IG_FOG
    	DistanceFogExpBias=1.0
    	DistanceFogClipBias=1.0
    // #endif

    //#if IG_BUMPMAP	// rowan: control ambient ground ratio for this zone
    	AmbientXGroundRatio=0.3
    //#endif
    }

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Class file time: ne 5.9.2004 16:01:34.000 - Creation time: st 23.5.2018 00:10:50.652 - Created with UnCodeX