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/** * 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 } |
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