/** * ParticleModuleBeamBase * * The base class for all Beam modules. * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleBeamBase extends ParticleModule native(Particle) editinlinenew hidecategories(Object) abstract; /** The method to use in determining the source/target. */ enum Beam2SourceTargetMethod { /** Default - use the distribution. * This is the fallback for when other modes can't be resolved. */ PEB2STM_Default, /** UserSet - use the user set value. * Primarily intended for weapon effects. */ PEB2STM_UserSet, /** Emitter - use the emitter position as the source/target. */ PEB2STM_Emitter, /** Particle - use the particles from a given emitter in the system. * The name of the emitter should be set in Name. */ PEB2STM_Particle, /** Actor - use the actor as the source/target. * The name of the actor should be set in Name. */ PEB2STM_Actor `if(`__TW_BEAM_SOCKETS_) /** Actor socket - use a specified socket on an actor as the source/target * The name of the actor should be set in Name, as well as * the name of the socket in SocketName. */ , PEB2STM_ActorSocket `endif }; /** The method to use in determining the source/target tangent. */ enum Beam2SourceTargetTangentMethod { /** Direct - a direct line between source and target. */ PEB2STTM_Direct, /** UserSet - use the user set value. */ PEB2STTM_UserSet, /** Distribution - use the distribution. */ PEB2STTM_Distribution, /** Emitter - use the emitter direction. */ PEB2STTM_Emitter }; cpptext { virtual EModuleType GetModuleType() const { return EPMT_Beam; } } defaultproperties { bSpawnModule=false bUpdateModule=false }