/** * Copyright 1998-2012 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleFlexSpawn extends ParticleModuleSpawnBase native(Particle) editinlinenew hidecategories(Object) hidecategories(ParticleModuleSpawnBase); struct native FlexInstancePayload { var float LayerLeftOver; var int LayerIndex; }; /** The number of particles to emit horizontally */ var(Spawn) int DimX; /** The number of particles to emit vertically */ var(Spawn) int DimY; /** Velocity to emit particles with, note that this increases the required spawn rate */ var(Velocity) float Velocity; cpptext { // Begin UParticleModuleSpawnBase Interface virtual UBOOL GetSpawnAmount(FParticleEmitterInstance* Owner, INT Offset, FLOAT OldLeftover, FLOAT DeltaTime, INT& Number, FLOAT& Rate); virtual UBOOL GetBurstCount(FParticleEmitterInstance* Owner, INT Offset, FLOAT OldLeftover, FLOAT DeltaTime, INT& Number); // End UParticleModuleSpawnBase Interface // Begin UParticleModule Interface virtual UINT RequiredBytesPerInstance(FParticleEmitterInstance* Owner = NULL); virtual UINT PrepPerInstanceBlock(FParticleEmitterInstance* Owner, void* InstData); virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime); virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime); // End UParticleModule Interface } defaultproperties { bSpawnModule = true bSupported3DDrawMode = false DimX = 4 DimY = 4 Velocity = 0.0f }