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//============================================================================= // VehicleExhaustEffect //============================================================================= // Vehicle exhaust effect //============================================================================= // Red Orchestra Source // Copyright (C) 2005 Tripwire Interactive LLC // by: John "Ramm-Jaeger" Gibson //============================================================================= class VehicleExhaustEffect extends Emitter; var () int MaxSpritePPSOne; // Maximum particles per second for emitter one var () int MaxSpritePPSTwo; // Maximum particles per second for emitter two var () int IdleSpritePPSOne; // Idle particles per second for emitter one var () int IdleSpritePPSTwo; // Idle particles per second for emitter two simulated function UpdateExhaust(float throttle) { local float SpritePPSOne, SpritePPSTwo; if( Abs(throttle) > 0 ) { SpritePPSOne = Abs(throttle) * MaxSpritePPSOne; SpritePPSTwo = Abs(throttle) * MaxSpritePPSTwo; Emitters[0].ParticlesPerSecond = SpritePPSOne; Emitters[0].InitialParticlesPerSecond = SpritePPSOne; Emitters[0].AllParticlesDead = false; Emitters[1].ParticlesPerSecond = SpritePPSTwo; Emitters[1].InitialParticlesPerSecond = SpritePPSTwo; Emitters[1].AllParticlesDead = false; } else { Emitters[0].ParticlesPerSecond = IdleSpritePPSOne; Emitters[0].InitialParticlesPerSecond = IdleSpritePPSOne; Emitters[0].AllParticlesDead = false; Emitters[1].ParticlesPerSecond = IdleSpritePPSTwo; Emitters[1].InitialParticlesPerSecond = IdleSpritePPSTwo; Emitters[1].AllParticlesDead = false; } } defaultproperties { CullDistance=5000.000000 bNoDelete=False bHardAttach=True } |
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