//============================================================================= // TWParticleModuleEventReceiverBlood //============================================================================= // Event receiver to spawn persistent blood //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Sakib Saikia 7/22/2014 //============================================================================= class TWParticleModuleEventReceiverBlood extends ParticleModuleEventReceiverBase native(Particle) editinlinenew hidecategories(Object); cpptext { // UObject functionality // Event Receiver functionality /** * Process the event... * * @param Owner The FParticleEmitterInstance this module is contained in. * @param InEvent The FParticleEventData that occurred. * @param DeltaTime The time slice of this frame. * * @return UBOOL TRUE if the event was processed; FALSE if not. */ virtual UBOOL ProcessParticleEvent(FParticleEmitterInstance* Owner, FParticleEventData& InEvent, FLOAT DeltaTime); } defaultproperties { bSpawnModule=true bUpdateModule=true EventGeneratorType=EPET_Collision EventName=Blood }