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UE2Runtime-22262001_Demo.exe
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Fire
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FireTexture.uc
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2003-10-22
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2KB
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114 lines
//=============================================================================
// FireTexture: A FireEngine fire texture.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class FireTexture extends FractalTexture
native
noexport;
//
// Spark types.
//
enum ESpark
{
SPARK_Burn ,
SPARK_Sparkle ,
SPARK_Pulse ,
SPARK_Signal ,
SPARK_Blaze ,
SPARK_OzHasSpoken ,
SPARK_Cone ,
SPARK_BlazeRight ,
SPARK_BlazeLeft ,
SPARK_Cylinder ,
SPARK_Cylinder3D ,
SPARK_Lissajous ,
SPARK_Jugglers ,
SPARK_Emit ,
SPARK_Fountain ,
SPARK_Flocks ,
SPARK_Eels ,
SPARK_Organic ,
SPARK_WanderOrganic ,
SPARK_RandomCloud ,
SPARK_CustomCloud ,
SPARK_LocalCloud ,
SPARK_Stars ,
SPARK_LineLightning ,
SPARK_RampLightning ,
SPARK_SphereLightning ,
SPARK_Wheel ,
SPARK_Gametes ,
SPARK_Sprinkler ,
};
// Draw mode types
enum DMode
{
DRAW_Normal ,
DRAW_Lathe ,
DRAW_Lathe_2 ,
DRAW_Lathe_3 ,
DRAW_Lathe_4 ,
};
//
// Information about a single spark.
//
struct Spark
{
var ESpark Type; // Spark type.
var byte Heat; // Spark heat.
var byte X; // Spark X location (0 - Xdimension-1).
var byte Y; // Spark Y location (0 - Ydimension-1).
var byte ByteA; // X-speed.
var byte ByteB; // Y-speed.
var byte ByteC; // Age, Emitter freq.
var byte ByteD; // Exp.Time.
};
//
// Persistent fire parameters.
//
var(FirePaint) ESpark SparkType;
var(FirePaint) byte RenderHeat;
var(FirePaint) bool bRising;
var(FirePaint) byte FX_Heat;
var(FirePaint) byte FX_Size;
var(FirePaint) byte FX_AuxSize;
var(FirePaint) byte FX_Area;
var(FirePaint) byte FX_Frequency;
var(FirePaint) byte FX_Phase;
var(FirePaint) byte FX_HorizSpeed;
var(FirePaint) byte FX_VertSpeed;
var(FirePaint) DMode DrawMode;
var(FirePaint) int SparksLimit;
var int NumSparks;
var transient array<Spark> Sparks;
//
// Transient fire parameters.
//
var transient int OldRenderHeat;
var transient byte RenderTable[1028];
var transient byte StarStatus;
var transient byte PenDownX;
var transient byte PenDownY;
defaultproperties
{
}