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# Engine.ParticleEmitter

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    //=============================================================================
    // ParticleEmitter: Base class for sub- emitters.
    //
    // make sure to keep structs in sync in UnParticleSystem.h
    //=============================================================================

    class ParticleEmitter extends Core.Object
    	abstract
    	editinlinenew
    	native;

    enum EBlendMode
    {
    	BM_MODULATE,
    	BM_MODULATE2X,
    	BM_MODULATE4X,
    	BM_ADD,
    	BM_ADDSIGNED,
    	BM_ADDSIGNED2X,
    	BM_SUBTRACT,
    	BM_ADDSMOOTH,
    	BM_BLENDDIFFUSEALPHA,
    	BM_BLENDTEXTUREALPHA,
    	BM_BLENDFACTORALPHA,
    	BM_BLENDTEXTUREALPHAPM,
    	BM_BLENDCURRENTALPHA,
    	BM_PREMODULATE,
    	BM_MODULATEALPHA_ADDCOLOR,
    	BM_MODULATEINVALPHA_ADDCOLOR,
    	BM_MODULATEINVCOLOR_ADDALPHA,
    	BM_HACK
    };

    enum EParticleDrawStyle
    {
    	PTDS_Regular,
    	PTDS_AlphaBlend,
    	PTDS_Modulated,
    	PTDS_Translucent,
    	PTDS_AlphaModulate_MightNotFogCorrectly,
    	PTDS_Darken,
    	PTDS_Brighten
    };

    enum EParticleCoordinateSystem
    {
    	PTCS_Independent,
    	PTCS_Relative,
    	PTCS_Absolute
    };

    enum EParticleRotationSource
    {
    	PTRS_None,
    	PTRS_Actor,
    	PTRS_Offset,
    	PTRS_Normal
    };

    enum EParticleVelocityDirection
    {
    	PTVD_None,
    	PTVD_StartPositionAndOwner,
    	PTVD_OwnerAndStartPosition,
    	PTVD_AddRadial
    };

    enum EParticleStartLocationShape
    {
    	PTLS_Box,
    	PTLS_Sphere,
    	PTLS_Polar,
    	PTLS_All
    };

    enum EParticleEffectAxis
    {
    	PTEA_NegativeX,
    	PTEA_PositiveZ
    };

    enum EParticleCollisionSound
    {
    	PTSC_None,
    	PTSC_LinearGlobal,
    	PTSC_LinearLocal,
    	PTSC_Random
    };

    enum EParticleMeshSpawning
    {
    	PTMS_None,
    	PTMS_Linear,
    	PTMS_Random
    };

    enum ESkelLocationUpdate
    {
    	PTSU_None,
    	PTSU_SpawnOffset,
    	PTSU_Location
    };

    struct ParticleTimeScale
    {
    	var () float	RelativeTime;		// always in Range [0..1]
    	var () float	RelativeSize;
    };

    struct ParticleRevolutionScale
    {
    	var () float	RelativeTime;		// always in Range [0..1]
    	var () vector	RelativeRevolution;
    };

    struct ParticleColorScale
    {
    	var () float	RelativeTime;		// always in Range [0..1]
    	var () color	Color;
    };

    struct ParticleVelocityScale
    {
    	var () float	RelativeTime;		// always in Range [0..1]
    	var () vector	RelativeVelocity;
    };

    struct Particle
    {
    	var vector	Location;
    	var vector	OldLocation;
    	var vector	Velocity;
    	var vector	StartSize;
    	var vector	SpinsPerSecond;
    	var vector	StartSpin;
    	var vector  RevolutionCenter;
    	var vector  RevolutionsPerSecond;
    	var vector	RevolutionsMultiplier;
    	var vector	Size;
    	var vector  StartLocation;
    	var vector  ColorMultiplier;
    	var vector	VelocityMultiplier;
    	var vector	OldMeshLocation;
    	var color	Color;
    	var float	Time;
    	var float	MaxLifetime;
    	var float	Mass;
    	var int		HitCount;
    	var int		Flags;
    	var int		Subdivision;
    	var int 	BoneIndex;
    };

    struct ParticleSound
    {
    	var () sound	Sound;
    	var () Range	Radius;
    	var () Range	Pitch;
    	var () int		Weight;
    	var () Range	Volume;
    	var () Range	Probability;
    };

    var (Acceleration)	vector						Acceleration;

    var (Collision)		bool						UseCollision;
    var (Collision)		vector						ExtentMultiplier;
    var (Collision)		RangeVector					DampingFactorRange;
    var (Collision)		bool						UseCollisionPlanes;
    var (Collision)		array<plane>				CollisionPlanes;
    var	(Collision)		bool						UseMaxCollisions;
    var (Collision)		Range						MaxCollisions;
    var (Collision)		int							SpawnFromOtherEmitter;
    var (Collision)		int							SpawnAmount;
    var (Collision)		RangeVector					SpawnedVelocityScaleRange;
    var (Collision)		bool						UseSpawnedVelocityScale;

    var (Color)			bool						UseColorScale;
    var (Color)			array<ParticleColorScale>	ColorScale;
    var (Color)			float						ColorScaleRepeats;
    var (Color)			RangeVector					ColorMultiplierRange;

    var (Fading)		plane						FadeOutFactor;
    var (Fading)		float						FadeOutStartTime;
    var (Fading)		bool						FadeOut;
    var (Fading)		plane						FadeInFactor;
    var (Fading)		float						FadeInEndTime;
    var (Fading)		bool						FadeIn;

    var (Force)			bool						UseActorForces;

    var (General)		EParticleCoordinateSystem	CoordinateSystem;
    var (General)		const int					MaxParticles;
    var (General)		bool						ResetAfterChange;
    var (General)		EParticleEffectAxis			EffectAxis;

    var (Local)			bool						RespawnDeadParticles;
    var (Local)			bool						AutoDestroy;
    var (Local)			bool						AutoReset;
    var (Local)			bool						Disabled;
    var (Local)			bool						DisableFogging;
    var (Local)			Range						AutoResetTimeRange;
    var (Local)			string						Name;

    var (Location)		vector						StartLocationOffset;
    var (Location)		RangeVector					StartLocationRange;
    var (Location)		int							AddLocationFromOtherEmitter;
    var (Location)		EParticleStartLocationShape StartLocationShape;
    var (Location)		Range						SphereRadiusRange;
    var (Location)		RangeVector					StartLocationPolarRange;

    var (Mass)			Range						StartMassRange;

    var (MeshSpawning)	staticmesh					MeshSpawningStaticMesh;
    var (MeshSpawning)	EParticleMeshSpawning		MeshSpawning;
    var (MeshSpawning)	bool						VelocityFromMesh;
    var (MeshSpawning)	RangeVector					VelocityScaleRange;
    var (MeshSpawning)	RangeVector					MeshScaleRange;
    var (MeshSpawning)	bool						UniformMeshScale;
    var (MeshSpawning)	bool						UniformVelocityScale;
    var (MeshSpawning)	bool						UseColorFromMesh;
    var (MeshSpawning)	bool						SpawnOnlyInDirectionOfNormal;
    var (MeshSpawning)	vector						MeshNormal;
    var (MeshSpawning)	Range						MeshNormalThresholdRange;

    var (Rendering)		int							AlphaRef;
    var (Rendering)		bool						AlphaTest;
    var (Rendering)		bool						AcceptsProjectors;
    var (Rendering)		bool						ZTest;
    var (Rendering)		bool						ZWrite;

    var (Revolution)	bool						UseRevolution;
    var (Revolution)	RangeVector					RevolutionCenterOffsetRange;
    var (Revolution)	RangeVector					RevolutionsPerSecondRange;
    var (Revolution)	bool						UseRevolutionScale;
    var (Revolution)	array<ParticleRevolutionScale> RevolutionScale;
    var (Revolution)	float						RevolutionScaleRepeats;

    var (Rotation)		EParticleRotationSource		UseRotationFrom;
    var (Rotation)		bool						SpinParticles;
    var (Rotation)		rotator						RotationOffset;
    var (Rotation)		vector						SpinCCWorCW;
    var (Rotation)		RangeVector					SpinsPerSecondRange;
    var (Rotation)		RangeVector					StartSpinRange;
    var (Rotation)		bool						DampRotation;
    var (Rotation)		RangeVector					RotationDampingFactorRange;
    var (Rotation)		vector						RotationNormal;

    var (Size)			bool						UseSizeScale;
    var (Size)			bool						UseRegularSizeScale;
    var (Size)			array<ParticleTimeScale>	SizeScale;
    var (Size)			float						SizeScaleRepeats;
    var (Size)			RangeVector					StartSizeRange;
    var (Size)			bool						UniformSize;

    var (SkeletalMesh)	ESkelLocationUpdate			UseSkeletalLocationAs;
    var	(SkeletalMesh)	actor						SkeletalMeshActor;
    var (SkeletalMesh)	vector						SkeletalScale;
    var (SkeletalMesh)	Range						RelativeBoneIndexRange;

    var (Sound)			array<ParticleSound>		Sounds;
    var (Sound)			EParticleCollisionSound		SpawningSound;
    var (Sound)			Range						SpawningSoundIndex;
    var (Sound)			Range						SpawningSoundProbability;
    var (Sound)			EParticleCollisionSound		CollisionSound;
    var (Sound)			Range						CollisionSoundIndex;
    var (Sound)			Range						CollisionSoundProbability;

    var (Spawning)		float						ParticlesPerSecond;
    var (Spawning)		float						InitialParticlesPerSecond;
    var (Spawning)		bool						AutomaticInitialSpawning;
    #if IG_SHARED	// rowan: for muzzle flashes
    var (Spawning)		bool						ForceMinimumOneFrameLifetime;
    #endif

    var (Texture)		EParticleDrawStyle			DrawStyle;
    var (Texture)		texture						Texture;
    var (Texture)		int							TextureUSubdivisions;
    var (Texture)		int							TextureVSubdivisions;
    var (Texture)		bool						BlendBetweenSubdivisions;
    var	(Texture)		bool						UseSubdivisionScale;
    var (Texture)		array<float>				SubdivisionScale;
    var (Texture)		int							SubdivisionStart;
    var (Texture)		int							SubdivisionEnd;
    var (Texture)		bool						UseRandomSubdivision;

    var (Tick)			float						SecondsBeforeInactive;
    var (Tick)			float						MinSquaredVelocity;

    var	(Time)			Range						InitialTimeRange;
    var (Time)			Range						LifetimeRange;
    var (Time)			Range						InitialDelayRange;

    var (Trigger)		bool						TriggerDisabled;
    var (Trigger)		bool						ResetOnTrigger;
    var (Trigger)		Range						SpawnOnTriggerRange;
    var (Trigger)		float						SpawnOnTriggerPPS;

    var (Velocity)		RangeVector					StartVelocityRange;
    var (Velocity)		Range						StartVelocityRadialRange;
    var (Velocity)		vector						MaxAbsVelocity;
    var (Velocity)		RangeVector					VelocityLossRange;
    var (Velocity)		int							AddVelocityFromOtherEmitter;
    var (Velocity)		RangeVector					AddVelocityMultiplierRange;
    var (Velocity)		EParticleVelocityDirection	GetVelocityDirectionFrom;
    var (Velocity)		bool						UseVelocityScale;
    var (Velocity)		bool						InheritOwnersVelocity;
    var (Velocity)		array<ParticleVelocityScale> VelocityScale;
    var (Velocity)		float						VelocityScaleRepeats;

    var (Warmup)		float						WarmupTicksPerSecond;
    var (Warmup)		float						RelativeWarmupTime;

    var transient		emitter						Owner;
    var	transient		bool						Initialized;
    var transient		bool						Inactive;
    var transient		float						InactiveTime;
    var transient		array<Particle>				Particles;
    var transient		int							ParticleIndex;			// index into circular list of particles
    var transient		int							ActiveParticles;		// currently active particles
    var transient		float						PPSFraction;			// used to keep track of fractional PPTick
    var transient		Box							BoundingBox;

    var transient		vector						RealExtentMultiplier;
    var	transient		bool						RealDisableFogging;
    var transient		bool						AllParticlesDead;
    var transient		bool						WarmedUp;
    var	transient		int							OtherIndex;
    var transient		float						InitialDelay;
    var transient		vector						GlobalOffset;
    var transient		float						TimeTillReset;
    var transient		int							PS2Data;
    var transient		int							MaxActiveParticles;
    var transient		int							CurrentCollisionSoundIndex;
    var transient		int							CurrentSpawningSoundIndex;
    var transient		int							CurrentMeshSpawningIndex;
    var transient		float						MaxSizeScale;
    var transient		int							KillPending;
    var transient		int							DeferredParticles;
    var transient		vector						RealMeshNormal;
    var transient		array<vector>				MeshVertsAndNormals;
    var transient		int							CurrentSpawnOnTrigger;
    var	transient		int							RenderableParticles;
    var transient		rangevector					RealVelocityLossRange;

    native function SpawnParticle( int Amount );
    native function Trigger();

    #if IG_SHARED // rowan:
    native function ResetParticles();
    #endif

    defaultproperties
    {
    	Texture=Texture'Engine_res.S_Emitter'
    	SecondsBeforeInactive=1
    	DrawStyle=PTDS_Translucent
    	MaxParticles=10
    	FadeOutFactor=(X=1,Y=1,Z=1,W=1)
    	FadeInFactor=(X=1,Y=1,Z=1,W=1)
    	SpinCCWorCW=(X=0.5,Y=0.5,Z=0.5)
    	ExtentMultiplier=(X=1,Y=1,Z=1)
    	AutomaticInitialSpawning=1
    	UseRegularSizeScale=True
    	RespawnDeadParticles=True
    	StartSizeRange=(X=(Min=100,Max=100),Y=(Min=100,Max=100),Z=(Min=100,Max=100))
    	DampingFactorRange=(X=(Min=1,Max=1),Y=(Min=1,Max=1),Z=(Min=1,Max=1))
    	StartMassRange=(Min=1,Max=1)
    	LifetimeRange=(Min=4,Max=4)
    	AddLocationFromOtherEmitter=-1
    	AddVelocityFromOtherEmitter=-1
    	SpawnFromOtherEmitter=-1
    	AlphaTest=1
    	AcceptsProjectors=false
    	ColorMultiplierRange=(X=(Min=1,Max=1),Y=(Min=1,Max=1),Z=(Min=1,Max=1))
    	ZTest=true
    	ZWrite=false
    	AddVelocityMultiplierRange=(X=(Min=1,Max=1),Y=(Min=1,Max=1),Z=(Min=1,Max=1))
    	TriggerDisabled=true
    	VelocityScaleRange=(X=(Min=1,Max=1),Y=(Min=1,Max=1),Z=(Min=1,Max=1))
    	MeshScaleRange=(X=(Min=1,Max=1),Y=(Min=1,Max=1),Z=(Min=1,Max=1))
    	UniformMeshScale=true
    	UniformVelocityScale=true
    	MeshNormal=(X=0,Y=0,Z=1)
    	SkeletalScale=(X=1,Y=1,Z=1)
    	RelativeBoneIndexRange=(Min=0,Max=1)
    #if IG_TRIBES3 // michaelj: AutoDestroy default is 'true'
    	AutoDestroy=true
    #endif
    }

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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:46.306 - Created with UnCodeX