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Engine.ParticleModuleLocation


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/**
 * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
 */
class ParticleModuleLocation extends ParticleModuleLocationBase
	native(Particle)
	editinlinenew
	hidecategories(Object);

/** 
 *	The location the particle should be emitted, relative to the emitter.
 *	Retrieved using the EmitterTime at the spawn of the particle.
 */
var(Location) rawdistributionvector	StartLocation;

cpptext
{
	virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime);
	/**
	 *	Extended version of spawn, allows for using a random stream for distribution value retrieval
	 *
	 *	@param	Owner				The particle emitter instance that is spawning
	 *	@param	Offset				The offset to the modules payload data
	 *	@param	SpawnTime			The time of the spawn
	 *	@param	InRandomStream		The random stream to use for retrieving random values
	 */
	void SpawnEx(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime, class FRandomStream* InRandomStream);
	virtual void Render3DPreview(FParticleEmitterInstance* Owner, const FSceneView* View,FPrimitiveDrawInterface* PDI);
}

defaultproperties
{
	bSpawnModule=true

	Begin Object Class=DistributionVectorUniform Name=DistributionStartLocation
	End Object
	StartLocation=(Distribution=DistributionStartLocation)

	bSupported3DDrawMode=true
}


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Class file time: to 6-1-2011 07:10:48.000 - Creation time: ti 22-3-2011 19:57:09.423 - Created with UnCodeX