Áƒ*žEµˆlÙ4T4ˆ¸pG>ŽÓ¹gZ—øö l¬l­l®l¯l°l±l²l³l´lµNone WaterPaint FirePaint IceLayerFireSystemEngineCoreDROP_RainDropsADropDROP_HorizontalOscSparkDROP_VerticalOsc DRAW_Lathe_3 DRAW_Lathe_2 DRAW_Lathe_4DROP_DiagonalLine2 DRAW_Normal FireTexture IceTexture WaterTexture WaveTexture WetTextureDROP_DiagonalOsc2DROP_DiagonalOsc1SPARK_Gametes SPARK_WheelSPARK_SphereLightningSPARK_RampLightningSPARK_LineLightning SPARK_StarsFractalTextureSPARK_LocalCloudSPARK_RandomCloudSPARK_WanderOrganicSPARK_Organic SPARK_Eels SPARK_FlocksSPARK_Fountain SPARK_Emit SLIDE_LinearSLIDE_CircularSLIDE_Gestation SLIDE_WavyX SLIDE_WavyYDROP_LeakyTapTIME_FrameRateSyncTIME_RealTimeScrollDROP_DrippyTapSPARK_LissajousSPARK_Cylinder3DSPARK_CylinderSPARK_BlazeLeftSPARK_BlazeRight SPARK_ConeSPARK_OzHasSpoken SPARK_Blaze SPARK_Signal SPARK_PulseSPARK_Sparkle SPARK_BurnDROP_RandomMoverDROP_AreaClampDROP_FixedRandomSpotSPARK_JugglersSPARK_CustomCloudDROP_HalfAmpl DRAW_LatheSPARK_SprinklerDROP_DiagonalLine1DROP_FixedDepthDROP_PhaseSpotDROP_ShallowSpotDROP_VerticalLineDROP_BigWhirlyDROP_WhirlyThingDROP_HorizontalLine OldSourceTexWDrop ForceRefresh LocalSource OldGlassTexTexture OldVDisplace TickAccu OldUDisplace PanningType VDisplace TimingType UPosition VPositionStructByteBByteCByteD IntProperty DropTypeWaveAmp FX_Frequency FX_Phase FX_Amplitude FX_Speed FX_RadiusFX_Size FX_DepthFX_Time NumDropsDrops SourceFields RenderTable WaterTable WaterParity OldWaveAmpLocalSourceBitmap BumpMapLight BumpMapAngle PhongRange PhongSizeESpark UDisplace MasterCountMoveIce Amplitude Frequency VertPanSpeedHorizPanSpeed TimeMethod PanningStyle GlassTextureFloatPropertyStructProperty AuxPhase DrawPhase GlobalPhase SoundOutput LightOutputVMaskUMask BoolPropertyObjectPropertybRisingdepthTypeSourceTextureYX ScriptTextPackageDModeArrayPropertyClassEnum TextBufferObjectByteAHeat ByteProperty SparkType RenderHeatFX_Heat FX_AuxSizeFX_AreaFX_HorizSpeed FX_VertSpeed DrawMode SparksLimit NumSparksSparksOldRenderHeat StarStatus PenDownX PenDownYNoneNoneNoneNoneNoneNoneNoneNoneNone„ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿSÉ%s4„ëŠZ!ˆt5ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿS·æqÉ%s4ˆttFGHB=?KJLIE >-0t<;:987654321@'&%$#"!A DtC t./t()*+,tP t- ts//============================================================================= // WaveTexture: Simple phongish water surface. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class WaveTexture extends WaterTexture native noexport; var(WaterPaint) byte BumpMapLight; var(WaterPaint) byte BumpMapAngle; var(WaterPaint) byte PhongRange; var(WaterPaint) byte PhongSize; ti//============================================================================= // WetTexture: Water amplitude used as displacement. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class WetTexture extends WaterTexture native noexport; var(WaterPaint) texture SourceTexture; var transient texture OldSourceTex; var transient int LocalSourceBitmap; tV%//============================================================================= // FireTexture: A FireEngine fire texture. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class FireTexture extends FractalTexture native noexport; // // Spark types. // enum ESpark { SPARK_Burn , SPARK_Sparkle , SPARK_Pulse , SPARK_Signal , SPARK_Blaze , SPARK_OzHasSpoken , SPARK_Cone , SPARK_BlazeRight , SPARK_BlazeLeft , SPARK_Cylinder , SPARK_Cylinder3D , SPARK_Lissajous , SPARK_Jugglers , SPARK_Emit , SPARK_Fountain , SPARK_Flocks , SPARK_Eels , SPARK_Organic , SPARK_WanderOrganic , SPARK_RandomCloud , SPARK_CustomCloud , SPARK_LocalCloud , SPARK_Stars , SPARK_LineLightning , SPARK_RampLightning , SPARK_SphereLightning , SPARK_Wheel , SPARK_Gametes , SPARK_Sprinkler , }; // Draw mode types enum DMode { DRAW_Normal , DRAW_Lathe , DRAW_Lathe_2 , DRAW_Lathe_3 , DRAW_Lathe_4 , }; // // Information about a single spark. // struct Spark { var ESpark Type; // Spark type. var byte Heat; // Spark heat. var byte X; // Spark X location (0 - Xdimension-1). var byte Y; // Spark Y location (0 - Ydimension-1). var byte ByteA; // X-speed. var byte ByteB; // Y-speed. var byte ByteC; // Age, Emitter freq. var byte ByteD; // Exp.Time. }; // // Persistent fire parameters. // var(FirePaint) ESpark SparkType; var(FirePaint) byte RenderHeat; var(FirePaint) bool bRising; var(FirePaint) byte FX_Heat; var(FirePaint) byte FX_Size; var(FirePaint) byte FX_AuxSize; var(FirePaint) byte FX_Area; var(FirePaint) byte FX_Frequency; var(FirePaint) byte FX_Phase; var(FirePaint) byte FX_HorizSpeed; var(FirePaint) byte FX_VertSpeed; var(FirePaint) DMode DrawMode; var(FirePaint) int SparksLimit; var int NumSparks; var transient array Sparks; // // Transient fire parameters. // var transient int OldRenderHeat; var transient byte RenderTable[1028]; var transient byte StarStatus; var transient byte PenDownX; var transient byte PenDownY; tp// =================================================================== // WaterTexture: Simple phongish water surface. // This is a built-in Unreal class and it shouldn't be modified. // =================================================================== class IceTexture extends FractalTexture native noexport; // Ice movement definitions. enum PanningType { SLIDE_Linear, SLIDE_Circular, SLIDE_Gestation, SLIDE_WavyX, SLIDE_WavyY, }; enum TimingType { TIME_FrameRateSync, TIME_RealTimeScroll, }; // Persistent IceTexture Parameters. var(IceLayer) texture GlassTexture; var(IceLayer) texture SourceTexture; var(IceLayer) PanningType PanningStyle; var(IceLayer) TimingType TimeMethod; var(IceLayer) byte HorizPanSpeed; var(IceLayer) byte VertPanSpeed; var(IceLayer) byte Frequency; var(IceLayer) byte Amplitude; var(IceLayer) bool MoveIce; var float MasterCount; var float UDisplace; var float VDisplace; var float UPosition; var float VPosition; // Transient IceTexture Parameters var transient float TickAccu; var transient int OldUDisplace; var transient int OldVDisplace; var transient texture OldGlassTex; var transient texture OldSourceTex; var transient int LocalSource; var transient int ForceRefresh; tI*//======================================================================================= // WaterTexture: Base class for fractal water textures. Parent of Wave- and WetTexture. // This is a built-in Unreal class and it shouldn't be modified. //======================================================================================= class WaterTexture extends FractalTexture native noexport abstract; // // Water drops. // enum WDrop { DROP_FixedDepth , // Fixed depth spot, A=depth DROP_PhaseSpot , // Phased depth spot, A=frequency B=phase DROP_ShallowSpot , // Shallower phased depth spot, A=frequency B=phase DROP_HalfAmpl , // Half-amplitude (only 128+ values) DROP_RandomMover , // Randomly moves around DROP_FixedRandomSpot , // Fixed spot with random output DROP_WhirlyThing , // Moves in small circles, A=speed B=depth DROP_BigWhirly , // Moves in large circles, A=speed B=depth DROP_HorizontalLine , // Horizontal line segment DROP_VerticalLine , // Vertical line segment DROP_DiagonalLine1 , // Diagonal '/' DROP_DiagonalLine2 , // Diagonal '\' DROP_HorizontalOsc , // Horizontal oscillating line segment DROP_VerticalOsc , // Vertical oscillating line segment DROP_DiagonalOsc1 , // Diagonal oscillating '/' DROP_DiagonalOsc2 , // Diagonal oscillating '\' DROP_RainDrops , // General random raindrops, A=depth B=distribution radius DROP_AreaClamp , // Clamp spots to indicate shallow/dry areas DROP_LeakyTap , DROP_DrippyTap , }; // // Information about a single drop. // struct ADrop { var WDrop Type; // Drop type. var byte Depth; // Drop heat. var byte X; // Spark X location (0 - Xdimension-1). var byte Y; // Spark Y location (0 - Ydimension-1). var byte ByteA; // X-speed. var byte ByteB; // Y-speed. var byte ByteC; // Age, Emitter freq. etc. var byte ByteD; // Exp.Time etc. }; // // Water parameters. // var(WaterPaint) WDrop DropType; var(WaterPaint) byte WaveAmp; var(WaterPaint) byte FX_Frequency; var(WaterPaint) byte FX_Phase; var(WaterPaint) byte FX_Amplitude; var(WaterPaint) byte FX_Speed; var(WaterPaint) byte FX_Radius; var(WaterPaint) byte FX_Size; var(WaterPaint) byte FX_Depth; var(WaterPaint) byte FX_Time; var int NumDrops; var ADrop Drops[256]; var transient int SourceFields; var transient byte RenderTable[1028]; var transient byte WaterTable[1536]; var transient byte WaterParity; var transient int OldWaveAmp; tp //============================================================================= // FractalTexture: Base class of FireEngine fractal textures. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class FractalTexture extends Texture native noexport abstract; // Transient editing parameters. var transient int UMask; var transient int VMask; var transient int LightOutput; var transient int SoundOutput; var transient int GlobalPhase; var transient byte DrawPhase; var transient byte AuxPhase; t tt tt tt tt tt tt„t tt(t„tttttt tt!tt"tt#tt$tt% tt& ttM t IÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿR'—}‘ï·æqˆtt XÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿR)Pž¯qÉ%s4ˆtt t FÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿR+´hÔò·æqˆtt* tt.tt/tt0tt1tt2tt3tt4tttt6tO ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿR7|ÌæÉ%s4ˆtt9t:t;t<t=t>t?t@ttAt tB ttC ttD ttE tt  ttG„tH t„t ttJtKtLttN t„t, t„t8tQttRttSttTttUttVttWttttYtZt[t\t]t^t_t`tatbtctdtetftth @tgttti ttj ttk ttl tt tSVÿÿÿÿ\Vÿÿÿÿ_VûÿÿÿRSVÿÿÿÿAVÿÿÿÿKVÿÿÿÿYVÿÿÿÿVVÿÿÿÿXVÿÿÿÿWVÿÿÿÿJVÿÿÿÿBVÿÿÿÿ[VÿÿÿÿU„V}0VS2‹N"i3‹)v%K4‹)T p4‹7X{4‹7V B5Ž) L5Ž `5Š'R4s5Š+R4ur=Š)R4b%gEŠ7R4|IkŠR4U*EƒŠR4| Z­ƒFV·ƒEd·‚Dr·‚CA¸ƒIP¸ƒH^¸‡7@l¸ƒGz¸‚7H¹‡7OV¹‚7}d¹‚7|r¹‚7{@º‚7zNºŒ7y \º†7xiº†7wwº†7WE»†7YS»†7Za»†7To»ƒ7U}»ƒ7SK¼WZ¼‚7~q½W½ƒ7OV¿Wd¿ƒ7P{À‚ NIÁ‚ MXÁ‚ QgÁ‚ PvÁ‚ ZE‚ \T‚ ]c‚ ^r‚`AÂaOÃV^ÂctÄ‚dBÅ‚ePÅ‚f^Å‚glÅ‚hzÅ‚iHƃjVÆ�keƃluÆ‚mDÇ‚nTÇ‚odǃptLJ+OBȇ+MQȃ+qaÈ‚'roÈ‚'s~È‚'tMÉ‚'u\ɇ7Qjɇ7MzÉ‚bIÊ‚NWÊ‚[gÊ‚QwÊ‚PGË‚ZWË‚\gË‚]wË‚^GÌ‚)]VÌ‚)^eÌŒ)LtÌ‚)_BÍ‚)gQÍ‚)``Í‚)aoÍ‚)b~Í‚)cM΂)b\΂)ck΂)dz΃)eIσ)fWÏ�)gfÏ�fgwσ)hFЂ)mUЂ)ieЂ)juЂ)kEÑ