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KF2-Dev-Scripts/Engine/Classes/PhysicalMaterialPropertyBase.uc

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2020-12-13 15:01:13 +00:00
/**
* This is the PhysicalMaterialPropertyBase which the PhysicalMaterial has.
* Individual games should derive their own MyGamPhysicalMaterialProperty.
*
* Then inside that object you can either have a bunch of properties or have it
* point to your game specific objects.
*
* (e.g. You have have impact sounds and impact effects for all of the weapons
* in your game. So you have an .uc object which contains the data needed per
* material type and then you have your MyGamePhysicalMaterialProperty point to
* that. )
*
* class MyGamePhysicalMaterialProperty extends PhysicalMaterialPropertyBase
* editinlinenew;
*
* var() editinline MyGameSpecificImpactEffects ImpactEffects;
* var() editinline MyGameSpecificImpactSounds ImpactSounds;
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class PhysicalMaterialPropertyBase extends Object
native(Physics)
collapsecategories
hidecategories(Object)
editinlinenew
abstract;
`if(`__TW_)
// This is game specific, but adding it here allows us to access it from engine (see PhysXParticleImpactInfo).
// It also means we can remove casts to KFPhysicalMaterialProperty. Keeping KFPhysicsMaterialProperty
// around so that our content does not need updated and because this class is marked abstract
/** Type of material this is (dirt, gravel, brick, etc) used for looking up material specific effects */
var() enum EMaterialTypes
{
EMT_None,
EMT_Rock,
EMT_Dirt,
EMT_Dust,
EMT_Mud,
EMT_Poop,
EMT_Grass,
EMT_Plant,
EMT_Water,
EMT_WaterShallow,
EMT_Ice,
EMT_Snow,
EMT_Metal,
EMT_MetalHollow,
EMT_MetalArmor,
EMT_Wood,
EMT_WoodHollow,
EMT_BrickRed,
EMT_BrickWhite,
EMT_Plaster,
EMT_Glass,
EMT_GlassBroken,
EMT_Gravel,
EMT_Concrete,
EMT_ConcreteWet,
EMT_Paper,
EMT_Cloth,
EMT_Rubber,
EMT_Asphalt,
EMT_Flesh,
EMT_PlasticBag,
EMT_Sand,
EMT_Lava,
EMT_Custom0,
EMT_Custom1,
EMT_Custom2,
EMT_Custom3,
EMT_Custom4,
} MaterialType;
`endif
defaultproperties
{
}