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//============================================================================= // ZoneInfo, the built-in Unreal class for defining properties // of zones. If you place one ZoneInfo actor in a // zone you have partioned, the ZoneInfo defines the // properties of the zone. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class ZoneInfo extends Info native placeable; #exec Texture Import File=Textures\ZoneInfo.pcx Name=S_ZoneInfo Mips=Off MASKED=1 //----------------------------------------------------------------------------- // Zone properties. var skyzoneinfo SkyZone; // Optional sky zone containing this zone's sky. var() name ZoneTag; var() localized String LocationName; var() float KillZ; // any actor falling below this level gets destroyed var() eKillZType KillZType; // passed by FellOutOfWorldEvent(), to allow different KillZ effects var() bool bSoftKillZ; // 2000 units of grace unless land //----------------------------------------------------------------------------- // Zone flags. var() bool bTerrainZone; // There is terrain in this zone. var() bool bDistanceFog; // There is distance fog in this zone. var() bool bClearToFogColor; // Clear to fog color if distance fog is enabled. var const array<TerrainInfo> Terrains; //----------------------------------------------------------------------------- // Zone light. var vector AmbientVector; var(ZoneLight) byte AmbientBrightness, AmbientHue, AmbientSaturation; var(ZoneLight) color DistanceFogColor; var(ZoneLight) float DistanceFogStart; var(ZoneLight) float DistanceFogEnd; var transient float RealDistanceFogEnd; var(ZoneLight) float DistanceFogEndMin; var(ZoneLight) float DistanceFogBlendTime; var(ZoneLight) const texture EnvironmentMap; var(ZoneLight) float TexUPanSpeed, TexVPanSpeed; var(ZoneLight) float DramaticLightingScale; var(ZoneSound) editinline I3DL2Listener ZoneEffect; //------------------------------------------------------------------------------ var(ZoneVisibility) bool bLonelyZone; // This zone is the only one to see or never seen var(ZoneVisibility) editinline array<ZoneInfo> ManualExcludes; // No Idea.. just sounded cool //============================================================================= // Iterator functions. // Iterate through all actors in this zone. native(308) final iterator function ZoneActors( class<actor> BaseClass, out actor Actor ); simulated function LinkToSkybox() { local skyzoneinfo TempSkyZone; // SkyZone. foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' ) SkyZone = TempSkyZone; if(Level.DetailMode == DM_Low) { foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' ) if( !TempSkyZone.bHighDetail && !TempSkyZone.bSuperHighDetail ) SkyZone = TempSkyZone; } else if(Level.DetailMode == DM_High) { foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' ) if( !TempSkyZone.bSuperHighDetail ) SkyZone = TempSkyZone; } else if(Level.DetailMode == DM_SuperHigh) { foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' ) SkyZone = TempSkyZone; } } //============================================================================= // Engine notification functions. simulated function PreBeginPlay() { Super.PreBeginPlay(); // call overridable function to link this ZoneInfo actor to a skybox LinkToSkybox(); } // When an actor enters this zone. event ActorEntered( actor Other ); // When an actor leaves this zone. event ActorLeaving( actor Other ); defaultproperties { KillZ=-10000.000000 AmbientSaturation=255 DistanceFogColor=(B=128,G=128,R=128) DistanceFogStart=3000.000000 DistanceFogEnd=8000.000000 DistanceFogBlendTime=1.000000 TexUPanSpeed=1.000000 TexVPanSpeed=1.000000 DramaticLightingScale=1.200000 bStatic=True bNoDelete=True Texture=Texture'Engine.S_ZoneInfo' } |
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