40 lines
1.1 KiB
Ucode
40 lines
1.1 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class ParticleModuleKillHeight extends ParticleModuleKillBase
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native(Particle)
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editinlinenew
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hidecategories(Object);
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/** The height at which to kill the particle. */
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var(Kill) rawdistributionfloat Height;
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/** If TRUE, the height should be treated as a world-space position. */
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var(Kill) bool bAbsolute;
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/**
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* If TRUE, the plane should be considered a floor - ie kill anything BELOW it.
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* If FALSE, if is a ceiling - ie kill anything ABOVE it.
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*/
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var(Kill) bool bFloor;
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/** If TRUE, take the particle systems scale into account */
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var(Kill) bool bApplyPSysScale;
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cpptext
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{
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virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime);
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virtual void Render3DPreview(FParticleEmitterInstance* Owner, const FSceneView* View,FPrimitiveDrawInterface* PDI);
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}
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defaultproperties
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{
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bUpdateModule=true
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Begin Object Class=DistributionFloatConstant Name=DistributionHeight
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End Object
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Height=(Distribution=DistributionHeight)
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bSupported3DDrawMode=true
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}
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