Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.FluidSurfaceActor


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
/**
 * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
 */

class FluidSurfaceActor extends Actor
	dependson(FluidSurfaceComponent)
	native(Fluid)
	AutoExpandCategories(FluidSurfaceActor,FluidSurfaceComponent)
	ClassGroup(Fluid)
	placeable;

var() editconst const FluidSurfaceComponent FluidComponent;

/** Particle effect to play when projectile hits water */
var() ParticleSystem ProjectileEntryEffect;

cpptext
{
	// UObject interface.
	virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);

	// AActor interface.
	virtual void PostEditImport();
	virtual void PostEditMove(UBOOL bFinished);
	virtual void TickSpecial( FLOAT DeltaSeconds );
	virtual UBOOL IsAFluidSurface() const					{ return TRUE; }
	virtual class AFluidSurfaceActor* GetAFluidSurface()	{ return this; }

#if WITH_EDITOR
	virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown);
#endif
}



simulated event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
{
	// call Actor's version to handle any SeqEvent_TakeDamage for scripting
	Super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, HitInfo, DamageCauser);

	FluidComponent.ApplyForce( HitLocation, FluidComponent.ForceImpact, FluidComponent.TestRippleRadius, True );
}

simulated event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
{
	Super.Touch( Other, OtherComp, HitLocation, HitNormal );

	Other.ApplyFluidSurfaceImpact(self, HitLocation);
}


defaultproperties
{
	bStatic=false
	bMovable=false
	bNoDelete=true
	bProjTarget=true
	bCollideActors=true
	bBlockActors=false

	Begin Object Class=FluidSurfaceComponent Name=NewFluidComponent
	End Object
	FluidComponent=NewFluidComponent
	Components.Add(NewFluidComponent)

	RemoteRole=ROLE_SimulatedProxy
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: to 6-1-2011 07:10:38.000 - Creation time: ti 22-3-2011 19:57:05.599 - Created with UnCodeX