├── .gitattributes ├── .github └── workflows │ └── c-cpp.yml ├── .gitignore ├── Engine ├── Config │ ├── Default.ini │ └── Unreal.ini └── Localization │ ├── Core.int │ ├── Editor.int │ ├── Engine.int │ ├── GlideDrv.int │ ├── IpDrv.int │ ├── SoftDrv.int │ ├── Unreal.int │ ├── UnrealI.int │ ├── WinDrv.int │ └── Window.int ├── README.md ├── Source ├── CMakeLists.txt ├── Core │ ├── CMakeLists.txt │ ├── Classes │ │ ├── Object.uc │ │ └── Subsystem.uc │ ├── Inc │ │ ├── Core.h │ │ ├── CoreClasses.h │ │ ├── UnArc.h │ │ ├── UnBuild.h │ │ ├── UnCId.h │ │ ├── UnCache.h │ │ ├── UnClass.h │ │ ├── UnConfig.h │ │ ├── UnCorObj.h │ │ ├── UnFile.h │ │ ├── UnGcc.h │ │ ├── UnMem.h │ │ ├── UnName.h │ │ ├── UnNames.h │ │ ├── UnObjBas.h │ │ ├── UnObjVer.h │ │ ├── UnPlatfm.h │ │ ├── UnScript.h │ │ ├── UnStack.h │ │ ├── UnStaticExports.h │ │ ├── UnTemplate.h │ │ ├── UnThread.h │ │ ├── UnType.h │ │ └── UnVcWin32.h │ └── Src │ │ ├── Core.cpp │ │ ├── CorePrivate.h │ │ ├── UnCache.cpp │ │ ├── UnClass.cpp │ │ ├── UnConfig.cpp │ │ ├── UnCorSc.cpp │ │ ├── UnFile.cpp │ │ ├── UnGUID.cpp │ │ ├── UnLinker.h │ │ ├── UnMem.cpp │ │ ├── UnName.cpp │ │ ├── UnObj.cpp │ │ ├── UnOutDev.cpp │ │ ├── UnPlat.cpp │ │ ├── UnProp.cpp │ │ ├── UnStaticExports.cpp │ │ └── UnThread.cpp ├── Editor │ ├── CMakeLists.txt │ ├── Classes │ │ └── EditorEngine.uc │ ├── Inc │ │ └── EditorClasses.h │ └── Src │ │ ├── CoolBsp.cpp │ │ ├── Editor.cpp │ │ ├── Editor.h │ │ ├── EditorPrivate.h │ │ ├── NullEdHook.cpp │ │ ├── UnBsp.cpp │ │ ├── UnEdAct.cpp │ │ ├── UnEdCam.cpp │ │ ├── UnEdClick.cpp │ │ ├── UnEdCnst.cpp │ │ ├── UnEdCsg.cpp │ │ ├── UnEdFact.cpp │ │ ├── UnEdRend.cpp │ │ ├── UnEdSrv.cpp │ │ ├── UnEdTran.cpp │ │ ├── UnEdTran.h │ │ ├── UnEditor.cpp │ │ ├── UnMeshEd.cpp │ │ ├── UnScrCom.cpp │ │ ├── UnScrCom.h │ │ ├── UnShadow.cpp │ │ ├── UnSyntax.cpp │ │ ├── UnTopics.cpp │ │ ├── UnTopics.h │ │ ├── UnVisi.cpp │ │ └── Win32EdHook.cpp ├── Engine │ ├── CMakeLists.txt │ ├── Classes │ │ ├── Actor.uc │ │ ├── AmbientSound.uc │ │ ├── Ambushpoint.uc │ │ ├── Ammo.uc │ │ ├── Bitmap.uc │ │ ├── BlockAll.uc │ │ ├── BlockMonsters.uc │ │ ├── BlockPlayer.uc │ │ ├── Brush.uc │ │ ├── ButtonMarker.uc │ │ ├── Camera.uc │ │ ├── Canvas.uc │ │ ├── Carcass.uc │ │ ├── Console.uc │ │ ├── Counter.uc │ │ ├── DamageType.uc │ │ ├── Decoration.uc │ │ ├── Dispatcher.uc │ │ ├── Effects.uc │ │ ├── Engine.uc │ │ ├── Fragment.uc │ │ ├── GameInfo.uc │ │ ├── HUD.uc │ │ ├── HomeBase.uc │ │ ├── Info.uc │ │ ├── InterpolationPoint.uc │ │ ├── Inventory.uc │ │ ├── InventorySpot.uc │ │ ├── Keypoint.uc │ │ ├── LevelInfo.uc │ │ ├── LiftCenter.uc │ │ ├── LiftExit.uc │ │ ├── Light.uc │ │ ├── MapList.uc │ │ ├── Menu.uc │ │ ├── Mover.uc │ │ ├── MusicEvent.uc │ │ ├── NavigationPoint.uc │ │ ├── Palette.uc │ │ ├── PathNode.uc │ │ ├── PatrolPoint.uc │ │ ├── Pawn.uc │ │ ├── Pickup.uc │ │ ├── Player.uc │ │ ├── PlayerPawn.uc │ │ ├── PlayerStart.uc │ │ ├── Projectile.uc │ │ ├── RoundRobin.uc │ │ ├── SavedMove.uc │ │ ├── ScaledSprite.uc │ │ ├── ScoreBoard.uc │ │ ├── Scout.uc │ │ ├── SkyZoneInfo.uc │ │ ├── SpecialEvent.uc │ │ ├── Spectator.uc │ │ ├── Spotlight.uc │ │ ├── Teleporter.uc │ │ ├── TestInfo.uc │ │ ├── Texture.uc │ │ ├── Trigger.uc │ │ ├── TriggerLight.uc │ │ ├── TriggerMarker.uc │ │ ├── Triggers.uc │ │ ├── WarpZoneInfo.uc │ │ ├── WarpZoneMarker.uc │ │ ├── WayBeacon.uc │ │ ├── Weapon.uc │ │ ├── ZoneInfo.uc │ │ └── ZoneTrigger.uc │ ├── Inc │ │ ├── AActor.h │ │ ├── ABrush.h │ │ ├── ACamera.h │ │ ├── AMover.h │ │ ├── APawn.h │ │ ├── APlayerPawn.h │ │ ├── AZoneInfo.h │ │ ├── Engine.h │ │ ├── EngineClasses.h │ │ ├── UnActor.h │ │ ├── UnAudio.h │ │ ├── UnBunch.h │ │ ├── UnCamera.h │ │ ├── UnChan.h │ │ ├── UnConn.h │ │ ├── UnDynBsp.h │ │ ├── UnEngine.h │ │ ├── UnGame.h │ │ ├── UnIn.h │ │ ├── UnLevel.h │ │ ├── UnMath.h │ │ ├── UnMesh.h │ │ ├── UnModel.h │ │ ├── UnNet.h │ │ ├── UnNetDrv.h │ │ ├── UnObj.h │ │ ├── UnParams.h │ │ ├── UnPlayer.h │ │ ├── UnPrim.h │ │ ├── UnReach.h │ │ ├── UnRenDev.h │ │ ├── UnRender.h │ │ ├── UnTex.h │ │ └── UnURL.h │ └── Src │ │ ├── Amd3d.h │ │ ├── Engine.cpp │ │ ├── EnginePrivate.h │ │ ├── UnActCol.cpp │ │ ├── UnActor.cpp │ │ ├── UnAudio.cpp │ │ ├── UnBunch.cpp │ │ ├── UnCamMgr.cpp │ │ ├── UnCamera.cpp │ │ ├── UnCanvas.cpp │ │ ├── UnChan.cpp │ │ ├── UnCon.cpp │ │ ├── UnCon.h │ │ ├── UnConn.cpp │ │ ├── UnDynBsp.cpp │ │ ├── UnEngine.cpp │ │ ├── UnFPoly.cpp │ │ ├── UnFont.cpp │ │ ├── UnGame.cpp │ │ ├── UnIn.cpp │ │ ├── UnLevAct.cpp │ │ ├── UnLevTic.cpp │ │ ├── UnLevel.cpp │ │ ├── UnMath.cpp │ │ ├── UnMesh.cpp │ │ ├── UnModel.cpp │ │ ├── UnMover.cpp │ │ ├── UnParams.cpp │ │ ├── UnPath.cpp │ │ ├── UnPath.h │ │ ├── UnPawn.cpp │ │ ├── UnPhysic.cpp │ │ ├── UnPlayer.cpp │ │ ├── UnPrim.cpp │ │ ├── UnReach.cpp │ │ ├── UnRoute.cpp │ │ ├── UnScript.cpp │ │ ├── UnTex.cpp │ │ ├── UnTrace.cpp │ │ ├── UnURL.cpp │ │ └── Unreal.cpp ├── Fire │ ├── CMakeLists.txt │ ├── Classes │ │ ├── FireTexture.uc │ │ ├── FractalTexture.uc │ │ ├── IceTexture.uc │ │ ├── WaterTexture.uc │ │ ├── WaveTexture.uc │ │ └── WetTexture.uc │ ├── Inc │ │ └── FireClasses.h │ └── Src │ │ ├── FractalPrivate.h │ │ └── UnFractal.cpp ├── IpDrv │ ├── CMakeLists.txt │ ├── Classes │ │ ├── ClientBeaconReceiver.uc │ │ ├── ServerBeacon.uc │ │ ├── ServerQuery.uc │ │ ├── ServerUplink.uc │ │ ├── ServerVerify.uc │ │ ├── TcpLink.uc │ │ ├── UdpBeacon.uc │ │ └── UdpLink.uc │ ├── Inc │ │ ├── ATcpLink.h │ │ ├── AUdpLink.h │ │ └── IpDrvClasses.h │ └── Src │ │ ├── IpDrv.cpp │ │ ├── IpDrvPrivate.h │ │ ├── TcpLink.cpp │ │ ├── UdpLink.cpp │ │ ├── UnSocket.cpp │ │ └── UnSocket.h ├── NOpenALDrv │ ├── CMakeLists.txt │ ├── NOpenALDrv.cpp │ └── NOpenALDrvPrivate.h ├── NOpenGLDrv │ ├── CMakeLists.txt │ ├── NOpenGLDrv.cpp │ └── NOpenGLDrvPrivate.h ├── NOpenGLESDrv │ ├── CMakeLists.txt │ ├── FragmentShader.glsl.inc │ ├── NOpenGLESDrv.cpp │ ├── NOpenGLESDrvPrivate.h │ └── VertexShader.glsl.inc ├── NSDLDrv │ ├── CMakeLists.txt │ ├── Inc │ │ └── NSDLDrv.h │ └── Src │ │ ├── NSDLClient.cpp │ │ ├── NSDLDrv.cpp │ │ └── NSDLViewport.cpp ├── PSVitaLoader │ ├── CMakeLists.txt │ ├── Res │ │ └── sce_sys │ │ │ ├── icon0.png │ │ │ ├── livearea │ │ │ └── contents │ │ │ │ ├── bg0.png │ │ │ │ ├── startup.png │ │ │ │ └── template.xml │ │ │ └── pic0.png │ └── Src │ │ ├── Exports.cpp │ │ ├── Loader.cpp │ │ ├── PSVitaLauncherPrivate.h │ │ └── Utils.cpp ├── Render │ ├── CMakeLists.txt │ ├── Inc │ │ ├── Amd3d.h │ │ ├── RenderClasses.h │ │ ├── RenderPrivate.h │ │ └── UnSpan.h │ └── Src │ │ ├── Render.cpp │ │ ├── UnLight.cpp │ │ ├── UnMeshRn.cpp │ │ ├── UnRandom.cpp │ │ ├── UnRender.cpp │ │ ├── UnSoftLn.cpp │ │ ├── UnSpan.cpp │ │ ├── UnSprite.cpp │ │ └── UnTest.cpp ├── SoftDrv │ ├── CMakeLists.txt │ └── Src │ │ ├── DrawPoly.cpp │ │ ├── DrawSurf.cpp │ │ ├── DrawTile.cpp │ │ ├── Hit.cpp │ │ ├── Line.h │ │ ├── Line1.h │ │ ├── Line2D.cpp │ │ ├── SoftDrv.cpp │ │ └── SoftDrvPrivate.h ├── SoundDrv │ ├── CMakeLists.txt │ └── Null.cpp ├── Unreal │ ├── CMakeLists.txt │ ├── Classes │ │ ├── ASMD.uc │ │ ├── ASMDAmmo.uc │ │ ├── AlarmPoint.uc │ │ ├── Amplifier.uc │ │ ├── AnimSpriteEffect.uc │ │ ├── Arc.uc │ │ ├── Arm1.uc │ │ ├── Armor.uc │ │ ├── Arrow.uc │ │ ├── ArrowSpawner.uc │ │ ├── AsbestosSuit.uc │ │ ├── AssertMover.uc │ │ ├── AttachMover.uc │ │ ├── AutoMag.uc │ │ ├── BabyCow.uc │ │ ├── BabyCowCarcass.uc │ │ ├── BallExplosion.uc │ │ ├── Bandages.uc │ │ ├── Barrel.uc │ │ ├── BarrelSludge.uc │ │ ├── Behemoth.uc │ │ ├── BigBiogel.uc │ │ ├── BigBlackSmoke.uc │ │ ├── BigRock.uc │ │ ├── Biodrop.uc │ │ ├── Biogel.uc │ │ ├── Bird1.uc │ │ ├── BiterFish.uc │ │ ├── BiterFishSchool.uc │ │ ├── BlackSmoke.uc │ │ ├── Bloblet.uc │ │ ├── Blood2.uc │ │ ├── BloodBurst.uc │ │ ├── BloodPool.uc │ │ ├── BloodPuff.uc │ │ ├── BloodSpurt.uc │ │ ├── BloodTrail.uc │ │ ├── BlueBook.uc │ │ ├── Book.uc │ │ ├── BotInfo.uc │ │ ├── Bots.uc │ │ ├── Boulder.uc │ │ ├── Boulder1.uc │ │ ├── BreakingGlass.uc │ │ ├── Brute.uc │ │ ├── BruteCarcass.uc │ │ ├── BruteProjectile.uc │ │ ├── Bubble.uc │ │ ├── Bubble1.uc │ │ ├── BubbleGenerator.uc │ │ ├── BulletHit.uc │ │ ├── Burned.uc │ │ ├── Candle.uc │ │ ├── Candle2.uc │ │ ├── Cannon.uc │ │ ├── CannonBolt.uc │ │ ├── CaveManta.uc │ │ ├── Chair.uc │ │ ├── ChargeLight.uc │ │ ├── Chest.uc │ │ ├── Chip.uc │ │ ├── Chunk.uc │ │ ├── Chunk1.uc │ │ ├── Chunk2.uc │ │ ├── Chunk3.uc │ │ ├── Chunk4.uc │ │ ├── Clip.uc │ │ ├── CloudZone.uc │ │ ├── CodeMaster.uc │ │ ├── CodeTrigger.uc │ │ ├── CoopGame.uc │ │ ├── Corroded.uc │ │ ├── Cow.uc │ │ ├── CowCarcass.uc │ │ ├── CreatureCarcass.uc │ │ ├── CreatureChunks.uc │ │ ├── CreatureFactory.uc │ │ ├── CrucifiedNali.uc │ │ ├── Cryopod.uc │ │ ├── DAmmo2.uc │ │ ├── DAmmo3.uc │ │ ├── DAmmo4.uc │ │ ├── DAmmo5.uc │ │ ├── DExplosion.uc │ │ ├── DKmaplist.uc │ │ ├── DMmaplist.uc │ │ ├── Dampener.uc │ │ ├── DarkMatch.uc │ │ ├── DeadBodySwarm.uc │ │ ├── DeadChairMale.uc │ │ ├── DeadMales.uc │ │ ├── DeathMatchGame.uc │ │ ├── Decapitated.uc │ │ ├── DefaultAmmo.uc │ │ ├── DefaultBurst.uc │ │ ├── DefaultBurstAlt.uc │ │ ├── Devilfish.uc │ │ ├── DevilfishCarcass.uc │ │ ├── Dice.uc │ │ ├── DispersionAmmo.uc │ │ ├── DispersionPistol.uc │ │ ├── DistanceLightning.uc │ │ ├── Drip.uc │ │ ├── DripGenerator.uc │ │ ├── Drowned.uc │ │ ├── DynamicAmbientSound.uc │ │ ├── Earthquake.uc │ │ ├── EffectLight.uc │ │ ├── Eightball.uc │ │ ├── Electricity.uc │ │ ├── ElevatorMover.uc │ │ ├── ElevatorTrigger.uc │ │ ├── EliteKrallBolt.uc │ │ ├── EndGame.uc │ │ ├── EndgameHud.uc │ │ ├── EnergyBolt.uc │ │ ├── EnergyBurst.uc │ │ ├── EntryGameInfo.uc │ │ ├── EscapePod.uc │ │ ├── ExplodingWall.uc │ │ ├── ExplosionChain.uc │ │ ├── Fan2.uc │ │ ├── FatRing.uc │ │ ├── FatnessTrigger.uc │ │ ├── FavoritesTeleporter.uc │ │ ├── FearSpot.uc │ │ ├── Fell.uc │ │ ├── Female.uc │ │ ├── Female2Body.uc │ │ ├── FemaleBody.uc │ │ ├── FemaleBot.uc │ │ ├── FemaleHead.uc │ │ ├── FemaleOne.uc │ │ ├── FemaleOneBot.uc │ │ ├── FemaleOneCarcass.uc │ │ ├── FemaleTorso.uc │ │ ├── FemaleTwo.uc │ │ ├── FemaleTwoBot.uc │ │ ├── FemaleTwoCarcass.uc │ │ ├── Flag1.uc │ │ ├── Flag2.uc │ │ ├── Flag3.uc │ │ ├── Flagb.uc │ │ ├── FlakBox.uc │ │ ├── FlakCannon.uc │ │ ├── FlakShell.uc │ │ ├── FlakShellAmmo.uc │ │ ├── Flame.uc │ │ ├── FlameBall.uc │ │ ├── FlameExplosion.uc │ │ ├── Flare.uc │ │ ├── FlashLightBeam.uc │ │ ├── Flashlight.uc │ │ ├── FlockMasterPawn.uc │ │ ├── FlockPawn.uc │ │ ├── Fly.uc │ │ ├── FlyCarcass.uc │ │ ├── ForceField.uc │ │ ├── ForceFieldProj.uc │ │ ├── Fragment1.uc │ │ ├── GESBioRifle.uc │ │ ├── GasBagBelch.uc │ │ ├── Gasbag.uc │ │ ├── GassiusCarcass.uc │ │ ├── GiantGasbag.uc │ │ ├── GiantManta.uc │ │ ├── GlassFragments.uc │ │ ├── GradualMover.uc │ │ ├── GreenBlob.uc │ │ ├── GreenBloodPuff.uc │ │ ├── GreenBook.uc │ │ ├── GreenSmokePuff.uc │ │ ├── Grenade.uc │ │ ├── GuardPoint.uc │ │ ├── Health.uc │ │ ├── HeavyWallHitEffect.uc │ │ ├── HorseFly.uc │ │ ├── HorseFlySwarm.uc │ │ ├── HugeCannon.uc │ │ ├── Human.uc │ │ ├── HumanBot.uc │ │ ├── HumanCarcass.uc │ │ ├── IceSkaarj.uc │ │ ├── InfoMenu.uc │ │ ├── InterpolatingObject.uc │ │ ├── Intro.uc │ │ ├── IntroNullHud.uc │ │ ├── IntroShip.uc │ │ ├── Invisibility.uc │ │ ├── JumpBoots.uc │ │ ├── Jumper.uc │ │ ├── KevlarSuit.uc │ │ ├── KingOfTheHill.uc │ │ ├── Knife.uc │ │ ├── KraalBolt.uc │ │ ├── Krall.uc │ │ ├── KrallCarcass.uc │ │ ├── KrallElite.uc │ │ ├── Lamp1.uc │ │ ├── Lamp4.uc │ │ ├── Lantern.uc │ │ ├── Lantern2.uc │ │ ├── LavaZone.uc │ │ ├── Leg1.uc │ │ ├── Leg2.uc │ │ ├── LeglessKrall.uc │ │ ├── LesserBrute.uc │ │ ├── LesserBruteCarcass.uc │ │ ├── LightWallHitEffect.uc │ │ ├── Liver.uc │ │ ├── LoopMover.uc │ │ ├── Magma.uc │ │ ├── MagmaBurst.uc │ │ ├── MakeNaliFriendly.uc │ │ ├── Male.uc │ │ ├── MaleBody.uc │ │ ├── MaleBodyThree.uc │ │ ├── MaleBodyTwo.uc │ │ ├── MaleBot.uc │ │ ├── MaleHead.uc │ │ ├── MaleOne.uc │ │ ├── MaleOneBot.uc │ │ ├── MaleOneCarcass.uc │ │ ├── MaleThree.uc │ │ ├── MaleThreeBot.uc │ │ ├── MaleThreeCarcass.uc │ │ ├── MaleTwo.uc │ │ ├── MaleTwoBot.uc │ │ ├── MaleTwoCarcass.uc │ │ ├── Manta.uc │ │ ├── MantaCarcass.uc │ │ ├── MasterChunk.uc │ │ ├── MedWoodBox.uc │ │ ├── MercCarcass.uc │ │ ├── MercFlare.uc │ │ ├── MercRocket.uc │ │ ├── Mercenary.uc │ │ ├── MercenaryElite.uc │ │ ├── Minigun.uc │ │ ├── MixMover.uc │ │ ├── MonkStatue.uc │ │ ├── Moon.uc │ │ ├── Moon2.uc │ │ ├── Moon3.uc │ │ ├── Nali.uc │ │ ├── NaliCarcass.uc │ │ ├── NaliFruit.uc │ │ ├── NaliPriest.uc │ │ ├── NaliRabbit.uc │ │ ├── NaliStatue.uc │ │ ├── NitrogenZone.uc │ │ ├── NullAmmo.uc │ │ ├── OKMenu.uc │ │ ├── ObjectPath.uc │ │ ├── OverHeatLight.uc │ │ ├── PHeart.uc │ │ ├── Panel.uc │ │ ├── ParentBlob.uc │ │ ├── ParticleBurst.uc │ │ ├── ParticleBurst2.uc │ │ ├── PathPoint.uc │ │ ├── PawnTeleportEffect.uc │ │ ├── PeaceRocket.uc │ │ ├── Plant1.uc │ │ ├── Plant2.uc │ │ ├── Plant3.uc │ │ ├── Plant4.uc │ │ ├── Plant5.uc │ │ ├── Plant6.uc │ │ ├── Plant7.uc │ │ ├── Plasma.uc │ │ ├── PlayerChunks.uc │ │ ├── Pottery0.uc │ │ ├── Pottery1.uc │ │ ├── Pottery2.uc │ │ ├── PowerShield.uc │ │ ├── Pupae.uc │ │ ├── PupaeCarcass.uc │ │ ├── PurpleLight.uc │ │ ├── QuadShot.uc │ │ ├── Queen.uc │ │ ├── QueenCarcass.uc │ │ ├── QueenDest.uc │ │ ├── QueenProjectile.uc │ │ ├── QueenShield.uc │ │ ├── QueenTeleportEffect.uc │ │ ├── QueenTeleportLight.uc │ │ ├── RazorAmmo.uc │ │ ├── RazorBlade.uc │ │ ├── RazorBladeAlt.uc │ │ ├── RazorJack.uc │ │ ├── ReSpawn.uc │ │ ├── Rifle.uc │ │ ├── RifleAmmo.uc │ │ ├── RifleRound.uc │ │ ├── RingExplosion.uc │ │ ├── RingExplosion2.uc │ │ ├── RingExplosion3.uc │ │ ├── RingExplosion4.uc │ │ ├── RisingSpriteSmokePuff.uc │ │ ├── Robot.uc │ │ ├── RockSlide.uc │ │ ├── Rocket.uc │ │ ├── RocketCan.uc │ │ ├── RotatingMover.uc │ │ ├── SCUBAGear.uc │ │ ├── Sconce.uc │ │ ├── ScriptedPawn.uc │ │ ├── SeaWeed.uc │ │ ├── SearchLight.uc │ │ ├── Seeds.uc │ │ ├── SeekingRocket.uc │ │ ├── ShellCase.uc │ │ ├── Shellbox.uc │ │ ├── Shells.uc │ │ ├── Shield.uc │ │ ├── ShieldBelt.uc │ │ ├── ShortSmokeGen.uc │ │ ├── SightLight.uc │ │ ├── Sign1.uc │ │ ├── SilentBallExplosion.uc │ │ ├── SinglePlayer.Uc │ │ ├── Skaarj.uc │ │ ├── SkaarjAssassin.uc │ │ ├── SkaarjBerserker.uc │ │ ├── SkaarjCarcass.uc │ │ ├── SkaarjGunner.uc │ │ ├── SkaarjInfantry.uc │ │ ├── SkaarjLord.uc │ │ ├── SkaarjOfficer.uc │ │ ├── SkaarjPlayer.uc │ │ ├── SkaarjPlayerBot.uc │ │ ├── SkaarjProjectile.uc │ │ ├── SkaarjScout.uc │ │ ├── SkaarjSniper.uc │ │ ├── SkaarjTrooper.uc │ │ ├── SkaarjWarrior.uc │ │ ├── SlimeZone.uc │ │ ├── Slith.uc │ │ ├── SlithCarcass.uc │ │ ├── SlithProjectile.uc │ │ ├── Sludge.uc │ │ ├── SludgeBarrel.uc │ │ ├── SmallSpark.uc │ │ ├── SmallSpark2.uc │ │ ├── SmallSteelBox.uc │ │ ├── SmallWire.uc │ │ ├── SmallWoodBox.uc │ │ ├── SmokeColumn.uc │ │ ├── SmokeExplo.uc │ │ ├── SmokeGenerator.uc │ │ ├── SmokeHose.uc │ │ ├── SmokeHoseDest.uc │ │ ├── SmokePuff.uc │ │ ├── SmokeTrail.uc │ │ ├── Spark3.uc │ │ ├── Spark32.uc │ │ ├── Spark33.uc │ │ ├── Spark34.uc │ │ ├── Spark35.uc │ │ ├── SparkBit.uc │ │ ├── Sparks.uc │ │ ├── Spawnpoint.uc │ │ ├── SpikeExplosion.uc │ │ ├── Splash.uc │ │ ├── SpriteBallChild.uc │ │ ├── SpriteBallExplosion.uc │ │ ├── SpriteBlueExplo.uc │ │ ├── SpriteExplosion.uc │ │ ├── SpriteGreenE.uc │ │ ├── SpriteLightning.uc │ │ ├── SpriteOrangeE.uc │ │ ├── SpriteRedE.uc │ │ ├── SpriteSmokePuff.uc │ │ ├── SpriteYellowE.uc │ │ ├── Squid.uc │ │ ├── SquidCarcass.uc │ │ ├── SteelBarrel.uc │ │ ├── SteelBox.uc │ │ ├── Stinger.uc │ │ ├── StingerAmmo.uc │ │ ├── StingerProjectile.uc │ │ ├── StochasticTrigger.uc │ │ ├── Stomach.uc │ │ ├── StoneTitan.uc │ │ ├── Suits.uc │ │ ├── SuperHealth.uc │ │ ├── TSmoke.uc │ │ ├── Table.uc │ │ ├── Tapestry1.uc │ │ ├── TarZone.uc │ │ ├── TarydiumBarrel.uc │ │ ├── TazerProj.uc │ │ ├── Tazerexplosion.uc │ │ ├── TeamGame.uc │ │ ├── TeamInfo.uc │ │ ├── TeleporterZone.uc │ │ ├── Tentacle.uc │ │ ├── TentacleCarcass.uc │ │ ├── TentacleProjectile.uc │ │ ├── Thigh.uc │ │ ├── ThingFactory.uc │ │ ├── ThrowStuff.uc │ │ ├── TinyBurst.uc │ │ ├── Titan.uc │ │ ├── TitanCarcass.uc │ │ ├── ToggleZoneInfo.uc │ │ ├── TorchFlame.uc │ │ ├── ToxinSuit.uc │ │ ├── Tracer.uc │ │ ├── Translator.uc │ │ ├── TranslatorEvent.uc │ │ ├── Transporter.uc │ │ ├── Tree.uc │ │ ├── Tree1.uc │ │ ├── Tree10.uc │ │ ├── Tree11.uc │ │ ├── Tree12.uc │ │ ├── Tree2.uc │ │ ├── Tree3.uc │ │ ├── Tree4.uc │ │ ├── Tree5.uc │ │ ├── Tree6.uc │ │ ├── Tree7.uc │ │ ├── Tree8.uc │ │ ├── Tree9.uc │ │ ├── TriggerLight.uc │ │ ├── TriggerLightRad.uc │ │ ├── TriggeredAmbientSound.uc │ │ ├── TriggeredDeath.uc │ │ ├── TrooperCarcass.uc │ │ ├── UnrealBotConfigMenu.uc │ │ ├── UnrealChooseGameMenu.uc │ │ ├── UnrealDMGameOptionsMenu.uc │ │ ├── UnrealDamageType.uc │ │ ├── UnrealFavoritesMenu.uc │ │ ├── UnrealGameInfo.uc │ │ ├── UnrealGameMenu.uc │ │ ├── UnrealGameOptionsMenu.uc │ │ ├── UnrealHUD.uc │ │ ├── UnrealHelpMenu.uc │ │ ├── UnrealIPlayer.uc │ │ ├── UnrealIndivBotMenu.uc │ │ ├── UnrealJoinGameMenu.uc │ │ ├── UnrealKeyboardMenu.uc │ │ ├── UnrealListenMenu.uc │ │ ├── UnrealLoadMenu.uc │ │ ├── UnrealMainMenu.uc │ │ ├── UnrealMenu.uc │ │ ├── UnrealMeshMenu.uc │ │ ├── UnrealMultiPlayerMenu.uc │ │ ├── UnrealNewGameMenu.uc │ │ ├── UnrealOptionsMenu.uc │ │ ├── UnrealPlayerMenu.uc │ │ ├── UnrealQuitMenu.uc │ │ ├── UnrealSaveMenu.uc │ │ ├── UnrealScoreBoard.uc │ │ ├── UnrealServerMenu.uc │ │ ├── UnrealSlotMenu.uc │ │ ├── UnrealSpectator.uc │ │ ├── UnrealTeamGameOptionsMenu.uc │ │ ├── UnrealTeamHUD.uc │ │ ├── UnrealTestInfo.uc │ │ ├── UnrealVideoMenu.uc │ │ ├── UnrealWeaponMenu.uc │ │ ├── UpgradeMenu.uc │ │ ├── Urn.uc │ │ ├── VRikersGame.uc │ │ ├── Vase.uc │ │ ├── VoiceBox.uc │ │ ├── WallFragments.uc │ │ ├── WallHitEffect.uc │ │ ├── Warlord.uc │ │ ├── WarlordCarcass.uc │ │ ├── WarlordRocket.uc │ │ ├── WaterImpact.uc │ │ ├── WaterRing.uc │ │ ├── WaterZone.uc │ │ ├── WeaponLight.uc │ │ ├── WeaponPowerUp.uc │ │ ├── Wire.uc │ │ ├── WoodFragments.uc │ │ ├── WoodenBox.uc │ │ ├── YellowBook.uc │ │ ├── YesNoMenu.uc │ │ ├── spectatorhud.uc │ │ └── thrownbody.uc │ └── Src │ │ ├── Res │ │ ├── LaunchRes.h │ │ ├── LaunchRes.rc │ │ └── Unreal.ico │ │ ├── SDLLaunch.cpp │ │ ├── WinLaunch.cpp │ │ └── WinLaunchPrivate.h ├── WinDrv │ ├── CMakeLists.txt │ ├── Res │ │ ├── ADDACTOR.CUR │ │ ├── BRUSHFR.CUR │ │ ├── BRUSHMOV.CUR │ │ ├── BRUSHROT.CUR │ │ ├── BRUSHSCA.CUR │ │ ├── BRUSHSHR.CUR │ │ ├── BRUSHSTR.CUR │ │ ├── BrushSna.cur │ │ ├── BrushWrp.cur │ │ ├── CAMZOOM.CUR │ │ ├── MOVEACT.CUR │ │ ├── SELACTOR.CUR │ │ ├── SELECTPO.CUR │ │ ├── TEXGRAB.CUR │ │ ├── TEXPAN.CUR │ │ ├── TEXROT.CUR │ │ ├── TEXSCALE.CUR │ │ ├── TEXSET.CUR │ │ ├── Unreal.ico │ │ ├── WinDrvRes.h │ │ ├── WinDrvRes.rc │ │ └── terrafor.cur │ ├── WinDrv.cpp │ ├── WinDrvPrivate.h │ └── WinViewport.cpp ├── Window │ ├── CMakeLists.txt │ ├── Inc │ │ └── Window.h │ └── Src │ │ ├── Main.cpp │ │ ├── Res │ │ ├── Unreal.ico │ │ ├── WindowRes.h │ │ └── WindowRes.rc │ │ └── Window.cpp └── cmake │ └── TargetArch.cmake ├── Thirdparty ├── SDL2 │ ├── COPYING.txt │ ├── include │ │ └── SDL2 │ │ │ ├── SDL.h │ │ │ ├── SDL_assert.h │ │ │ ├── SDL_atomic.h │ │ │ ├── SDL_audio.h │ │ │ ├── SDL_bits.h │ │ │ ├── SDL_blendmode.h │ │ │ ├── SDL_clipboard.h │ │ │ ├── SDL_config.h │ │ │ ├── SDL_cpuinfo.h │ │ │ ├── SDL_egl.h │ │ │ ├── SDL_endian.h │ │ │ ├── SDL_error.h │ │ │ ├── SDL_events.h │ │ │ ├── SDL_filesystem.h │ │ │ ├── SDL_gamecontroller.h │ │ │ ├── SDL_gesture.h │ │ │ ├── SDL_guid.h │ │ │ ├── SDL_haptic.h │ │ │ ├── SDL_hidapi.h │ │ │ ├── SDL_hints.h │ │ │ ├── SDL_joystick.h │ │ │ ├── SDL_keyboard.h │ │ │ ├── SDL_keycode.h │ │ │ ├── SDL_loadso.h │ │ │ ├── SDL_locale.h │ │ │ ├── SDL_log.h │ │ │ ├── SDL_main.h │ │ │ ├── SDL_messagebox.h │ │ │ ├── SDL_metal.h │ │ │ ├── SDL_misc.h │ │ │ ├── SDL_mouse.h │ │ │ ├── SDL_mutex.h │ │ │ ├── SDL_name.h │ │ │ ├── SDL_opengl.h │ │ │ ├── SDL_opengl_glext.h │ │ │ ├── SDL_opengles.h │ │ │ ├── SDL_opengles2.h │ │ │ ├── SDL_opengles2_gl2.h │ │ │ ├── SDL_opengles2_gl2ext.h │ │ │ ├── SDL_opengles2_gl2platform.h │ │ │ ├── SDL_opengles2_khrplatform.h │ │ │ ├── SDL_pixels.h │ │ │ ├── SDL_platform.h │ │ │ ├── SDL_power.h │ │ │ ├── SDL_quit.h │ │ │ ├── SDL_rect.h │ │ │ ├── SDL_render.h │ │ │ ├── SDL_revision.h │ │ │ ├── SDL_rwops.h │ │ │ ├── SDL_scancode.h │ │ │ ├── SDL_sensor.h │ │ │ ├── SDL_shape.h │ │ │ ├── SDL_stdinc.h │ │ │ ├── SDL_surface.h │ │ │ ├── SDL_system.h │ │ │ ├── SDL_syswm.h │ │ │ ├── SDL_test.h │ │ │ ├── SDL_test_assert.h │ │ │ ├── SDL_test_common.h │ │ │ ├── SDL_test_compare.h │ │ │ ├── SDL_test_crc32.h │ │ │ ├── SDL_test_font.h │ │ │ ├── SDL_test_fuzzer.h │ │ │ ├── SDL_test_harness.h │ │ │ ├── SDL_test_images.h │ │ │ ├── SDL_test_log.h │ │ │ ├── SDL_test_md5.h │ │ │ ├── SDL_test_memory.h │ │ │ ├── SDL_test_random.h │ │ │ ├── SDL_thread.h │ │ │ ├── SDL_timer.h │ │ │ ├── SDL_touch.h │ │ │ ├── SDL_types.h │ │ │ ├── SDL_version.h │ │ │ ├── SDL_video.h │ │ │ ├── SDL_vulkan.h │ │ │ ├── begin_code.h │ │ │ └── close_code.h │ └── lib │ │ └── Win32 │ │ ├── SDL2.dll │ │ ├── SDL2.lib │ │ ├── SDL2main.lib │ │ └── SDL2test.lib ├── glad │ ├── glad.c │ ├── glad.h │ └── khrplatform.h ├── glad_es │ ├── glad.c │ ├── glad.h │ └── khrplatform.h ├── glm │ ├── CMakeLists.txt │ ├── common.hpp │ ├── copying.txt │ ├── detail │ │ ├── _features.hpp │ │ ├── _fixes.hpp │ │ ├── _noise.hpp │ │ ├── _swizzle.hpp │ │ ├── _swizzle_func.hpp │ │ ├── _vectorize.hpp │ │ ├── compute_common.hpp │ │ ├── compute_vector_decl.hpp │ │ ├── compute_vector_relational.hpp │ │ ├── func_common.inl │ │ ├── func_common_simd.inl │ │ ├── func_exponential.inl │ │ ├── func_exponential_simd.inl │ │ ├── func_geometric.inl │ │ ├── func_geometric_simd.inl │ │ ├── func_integer.inl │ │ ├── func_integer_simd.inl │ │ ├── func_matrix.inl │ │ ├── func_matrix_simd.inl │ │ ├── func_packing.inl │ │ ├── func_packing_simd.inl │ │ ├── func_trigonometric.inl │ │ ├── func_trigonometric_simd.inl │ │ ├── func_vector_relational.inl │ │ ├── func_vector_relational_simd.inl │ │ ├── glm.cpp │ │ ├── qualifier.hpp │ │ ├── setup.hpp │ │ ├── type_float.hpp │ │ ├── type_half.hpp │ │ ├── type_half.inl │ │ ├── type_mat2x2.hpp │ │ ├── type_mat2x2.inl │ │ ├── type_mat2x3.hpp │ │ ├── type_mat2x3.inl │ │ ├── type_mat2x4.hpp │ │ ├── type_mat2x4.inl │ │ ├── type_mat3x2.hpp │ │ ├── type_mat3x2.inl │ │ ├── type_mat3x3.hpp │ │ ├── type_mat3x3.inl │ │ ├── type_mat3x4.hpp │ │ ├── type_mat3x4.inl │ │ ├── type_mat4x2.hpp │ │ ├── type_mat4x2.inl │ │ ├── type_mat4x3.hpp │ │ ├── type_mat4x3.inl │ │ ├── type_mat4x4.hpp │ │ ├── type_mat4x4.inl │ │ ├── type_mat4x4_simd.inl │ │ ├── type_quat.hpp │ │ ├── type_quat.inl │ │ ├── type_quat_simd.inl │ │ ├── type_vec1.hpp │ │ ├── type_vec1.inl │ │ ├── type_vec2.hpp │ │ ├── type_vec2.inl │ │ ├── type_vec3.hpp │ │ ├── type_vec3.inl │ │ ├── type_vec4.hpp │ │ ├── type_vec4.inl │ │ └── type_vec4_simd.inl │ ├── exponential.hpp │ ├── ext.hpp │ ├── ext │ │ ├── _matrix_vectorize.hpp │ │ ├── matrix_clip_space.hpp │ │ ├── matrix_clip_space.inl │ │ ├── matrix_common.hpp │ │ ├── matrix_common.inl │ │ ├── matrix_double2x2.hpp │ │ ├── matrix_double2x2_precision.hpp │ │ ├── matrix_double2x3.hpp │ │ ├── matrix_double2x3_precision.hpp │ │ ├── matrix_double2x4.hpp │ │ ├── matrix_double2x4_precision.hpp │ │ ├── matrix_double3x2.hpp │ │ ├── matrix_double3x2_precision.hpp │ │ ├── matrix_double3x3.hpp │ │ ├── matrix_double3x3_precision.hpp │ │ ├── matrix_double3x4.hpp │ │ ├── matrix_double3x4_precision.hpp │ │ ├── matrix_double4x2.hpp │ │ ├── matrix_double4x2_precision.hpp │ │ ├── matrix_double4x3.hpp │ │ ├── matrix_double4x3_precision.hpp │ │ ├── matrix_double4x4.hpp │ │ ├── matrix_double4x4_precision.hpp │ │ ├── matrix_float2x2.hpp │ │ ├── matrix_float2x2_precision.hpp │ │ ├── matrix_float2x3.hpp │ │ ├── matrix_float2x3_precision.hpp │ │ ├── matrix_float2x4.hpp │ │ ├── matrix_float2x4_precision.hpp │ │ ├── matrix_float3x2.hpp │ │ ├── matrix_float3x2_precision.hpp │ │ ├── matrix_float3x3.hpp │ │ ├── matrix_float3x3_precision.hpp │ │ ├── matrix_float3x4.hpp │ │ ├── matrix_float3x4_precision.hpp │ │ ├── matrix_float4x2.hpp │ │ ├── matrix_float4x2_precision.hpp │ │ ├── matrix_float4x3.hpp │ │ ├── matrix_float4x3_precision.hpp │ │ ├── matrix_float4x4.hpp │ │ ├── matrix_float4x4_precision.hpp │ │ ├── matrix_int2x2.hpp │ │ ├── matrix_int2x2_sized.hpp │ │ ├── matrix_int2x3.hpp │ │ ├── matrix_int2x3_sized.hpp │ │ ├── matrix_int2x4.hpp │ │ ├── matrix_int2x4_sized.hpp │ │ ├── matrix_int3x2.hpp │ │ ├── matrix_int3x2_sized.hpp │ │ ├── matrix_int3x3.hpp │ │ ├── matrix_int3x3_sized.hpp │ │ ├── matrix_int3x4.hpp │ │ ├── matrix_int3x4_sized.hpp │ │ ├── matrix_int4x2.hpp │ │ ├── matrix_int4x2_sized.hpp │ │ ├── matrix_int4x3.hpp │ │ ├── matrix_int4x3_sized.hpp │ │ ├── matrix_int4x4.hpp │ │ ├── matrix_int4x4_sized.hpp │ │ ├── matrix_integer.hpp │ │ ├── matrix_integer.inl │ │ ├── matrix_projection.hpp │ │ ├── matrix_projection.inl │ │ ├── matrix_relational.hpp │ │ ├── matrix_relational.inl │ │ ├── matrix_transform.hpp │ │ ├── matrix_transform.inl │ │ ├── matrix_uint2x2.hpp │ │ ├── matrix_uint2x2_sized.hpp │ │ ├── matrix_uint2x3.hpp │ │ ├── matrix_uint2x3_sized.hpp │ │ ├── matrix_uint2x4.hpp │ │ ├── matrix_uint2x4_sized.hpp │ │ ├── matrix_uint3x2.hpp │ │ ├── matrix_uint3x2_sized.hpp │ │ ├── matrix_uint3x3.hpp │ │ ├── matrix_uint3x3_sized.hpp │ │ ├── matrix_uint3x4.hpp │ │ ├── matrix_uint3x4_sized.hpp │ │ ├── matrix_uint4x2.hpp │ │ ├── matrix_uint4x2_sized.hpp │ │ ├── matrix_uint4x3.hpp │ │ ├── matrix_uint4x3_sized.hpp │ │ ├── matrix_uint4x4.hpp │ │ ├── matrix_uint4x4_sized.hpp │ │ ├── quaternion_common.hpp │ │ ├── quaternion_common.inl │ │ ├── quaternion_common_simd.inl │ │ ├── quaternion_double.hpp │ │ ├── quaternion_double_precision.hpp │ │ ├── quaternion_exponential.hpp │ │ ├── quaternion_exponential.inl │ │ ├── quaternion_float.hpp │ │ ├── quaternion_float_precision.hpp │ │ ├── quaternion_geometric.hpp │ │ ├── quaternion_geometric.inl │ │ ├── quaternion_relational.hpp │ │ ├── quaternion_relational.inl │ │ ├── quaternion_transform.hpp │ │ ├── quaternion_transform.inl │ │ ├── quaternion_trigonometric.hpp │ │ ├── quaternion_trigonometric.inl │ │ ├── scalar_common.hpp │ │ ├── scalar_common.inl │ │ ├── scalar_constants.hpp │ │ ├── scalar_constants.inl │ │ ├── scalar_int_sized.hpp │ │ ├── scalar_integer.hpp │ │ ├── scalar_integer.inl │ │ ├── scalar_packing.hpp │ │ ├── scalar_packing.inl │ │ ├── scalar_reciprocal.hpp │ │ ├── scalar_reciprocal.inl │ │ ├── scalar_relational.hpp │ │ ├── scalar_relational.inl │ │ ├── scalar_uint_sized.hpp │ │ ├── scalar_ulp.hpp │ │ ├── scalar_ulp.inl │ │ ├── vector_bool1.hpp │ │ ├── vector_bool1_precision.hpp │ │ ├── vector_bool2.hpp │ │ ├── vector_bool2_precision.hpp │ │ ├── vector_bool3.hpp │ │ ├── vector_bool3_precision.hpp │ │ ├── vector_bool4.hpp │ │ ├── vector_bool4_precision.hpp │ │ ├── vector_common.hpp │ │ ├── vector_common.inl │ │ ├── vector_double1.hpp │ │ ├── vector_double1_precision.hpp │ │ ├── vector_double2.hpp │ │ ├── vector_double2_precision.hpp │ │ ├── vector_double3.hpp │ │ ├── vector_double3_precision.hpp │ │ ├── vector_double4.hpp │ │ ├── vector_double4_precision.hpp │ │ ├── vector_float1.hpp │ │ ├── vector_float1_precision.hpp │ │ ├── vector_float2.hpp │ │ ├── vector_float2_precision.hpp │ │ ├── vector_float3.hpp │ │ ├── vector_float3_precision.hpp │ │ ├── vector_float4.hpp │ │ ├── vector_float4_precision.hpp │ │ ├── vector_int1.hpp │ │ ├── vector_int1_sized.hpp │ │ ├── vector_int2.hpp │ │ ├── vector_int2_sized.hpp │ │ ├── vector_int3.hpp │ │ ├── vector_int3_sized.hpp │ │ ├── vector_int4.hpp │ │ ├── vector_int4_sized.hpp │ │ ├── vector_integer.hpp │ │ ├── vector_integer.inl │ │ ├── vector_packing.hpp │ │ ├── vector_packing.inl │ │ ├── vector_reciprocal.hpp │ │ ├── vector_reciprocal.inl │ │ ├── vector_relational.hpp │ │ ├── vector_relational.inl │ │ ├── vector_uint1.hpp │ │ ├── vector_uint1_sized.hpp │ │ ├── vector_uint2.hpp │ │ ├── vector_uint2_sized.hpp │ │ ├── vector_uint3.hpp │ │ ├── vector_uint3_sized.hpp │ │ ├── vector_uint4.hpp │ │ ├── vector_uint4_sized.hpp │ │ ├── vector_ulp.hpp │ │ └── vector_ulp.inl │ ├── fwd.hpp │ ├── geometric.hpp │ ├── glm.cppm │ ├── glm.hpp │ ├── integer.hpp │ ├── mat2x2.hpp │ ├── mat2x3.hpp │ ├── mat2x4.hpp │ ├── mat3x2.hpp │ ├── mat3x3.hpp │ ├── mat3x4.hpp │ ├── mat4x2.hpp │ ├── mat4x3.hpp │ ├── mat4x4.hpp │ ├── matrix.hpp │ ├── packing.hpp │ ├── simd │ │ ├── common.h │ │ ├── exponential.h │ │ ├── geometric.h │ │ ├── integer.h │ │ ├── matrix.h │ │ ├── neon.h │ │ ├── packing.h │ │ ├── platform.h │ │ ├── trigonometric.h │ │ └── vector_relational.h │ ├── trigonometric.hpp │ ├── vec2.hpp │ ├── vec3.hpp │ ├── vec4.hpp │ └── vector_relational.hpp ├── libxmp-lite │ ├── README │ ├── include │ │ └── libxmp-lite │ │ │ └── xmp.h │ └── lib │ │ └── Win32 │ │ ├── libxmp-lite.dll │ │ ├── libxmp-lite.lib │ │ └── libxmp-lite.pdb └── openal-soft │ ├── COPYING │ ├── include │ └── AL │ │ ├── al.h │ │ ├── alc.h │ │ ├── alext.h │ │ ├── efx-creative.h │ │ ├── efx-presets.h │ │ └── efx.h │ └── lib │ └── Win32 │ ├── OpenAL32.def │ ├── OpenAL32.dll │ ├── OpenAL32.lib │ └── libOpenAL32.dll.a └── UnrealEd.exe /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | Intermediate 2 | Lib 3 | Bin 4 | *.log 5 | Source/.vs 6 | Source/UnrealED/obj -------------------------------------------------------------------------------- /Engine/Localization/Editor.int: -------------------------------------------------------------------------------- 1 | [Public] 2 | Preferences=(Caption="Editor",Parent="Advanced Options") 3 | Preferences=(Caption="Advanced",Parent="Editor",Class=Editor.EditorEngine,Immediate=True,Category=Advanced) 4 | Preferences=(Caption="Colors",Parent="Editor",Class=Editor.EditorEngine,Immediate=True,Category=Colors) 5 | Preferences=(Caption="Grid",Parent="Editor",Class=Editor.EditorEngine,Immediate=True,Category=Grid) 6 | Preferences=(Caption="Rotation Grid",Parent="Editor",Class=Editor.EditorEngine,Immediate=True,Category=RotationGrid) 7 | -------------------------------------------------------------------------------- /Engine/Localization/GlideDrv.int: -------------------------------------------------------------------------------- 1 | [Public] 2 | Object=(Name=GlideDrv.GlideRenderDevice,Class=Class,MetaClass=Engine.RenderDevice,Autodetect=Glide2X.dll) 3 | Preferences=(Caption="Rendering",Parent="Advanced Options") 4 | Preferences=(Caption="3dfx Glide support",Parent="Rendering",Class=GlideDrv.GlideRenderDevice,Immediate=True) 5 | 6 | [GlideRenderDevice] 7 | ClassCaption="3dfx Glide for Windows" 8 | AskInstalled=Do you have a 3dfx card installed? 9 | AskUse=Unreal is compatible with 3dfx Voodoo 1 and Voodoo 2, but is incompatible with Voodoo Rush based cards. Do you want Unreal to use your 3dfx card? 10 | -------------------------------------------------------------------------------- /Engine/Localization/IpDrv.int: -------------------------------------------------------------------------------- 1 | [Public] 2 | Object=(Name=IpDrv.TcpNetDriver,Class=Class,MetaClass=Engine.NetDriver) 3 | Object=(Name=IpDrv.UdpBeacon,Class=Class,MetaClass=Engine.Actor) 4 | Object=(Name=IpDrv.ServerUplink,Class=Class,MetaClass=Engine.Actor) 5 | Preferences=(Caption="Networking",Parent="Advanced Options") 6 | Preferences=(Caption="TCP/IP Network Play",Parent="Networking",Class=IpDrv.TcpNetDriver) 7 | Preferences=(Caption="Server Beacon",Parent="Networking",Class=IpDrv.UdpBeacon,Immediate=True) 8 | Preferences=(Caption="Master Server Uplink",Parent="Networking",Class=IpDrv.ServerUplink,Immediate=True) 9 | 10 | [TcpNetDriver] 11 | ClassCaption="TCP/IP Network Play" 12 | 13 | [UdpBeacon] 14 | ClassCaption="Master Server Uplink" 15 | 16 | [ServerUplink] 17 | ClassCaption="Server LAN Beacon" 18 | -------------------------------------------------------------------------------- /Engine/Localization/SoftDrv.int: -------------------------------------------------------------------------------- 1 | [Public] 2 | Object=(Name=SoftDrv.SoftwareRenderDevice,Class=Class,MetaClass=Engine.RenderDevice) 3 | Preferences=(Caption="Rendering",Parent="Advanced Options") 4 | Preferences=(Caption="Software rendering",Parent="Rendering",Class=SoftDrv.SoftwareRenderDevice,Immediate=True) 5 | 6 | [SoftwareRenderDevice] 7 | ClassCaption="Software Rendering" -------------------------------------------------------------------------------- /Engine/Localization/Unreal.int: -------------------------------------------------------------------------------- 1 | [Windows] 2 | PlayCommand=&Play this Unreal level 3 | EditCommand=&Edit with UnrealEd 4 | -------------------------------------------------------------------------------- /Engine/Localization/WinDrv.int: -------------------------------------------------------------------------------- 1 | [Public] 2 | Class=(Class=WinDrv.WindowsClient,SuperClass=Engine.Client) 3 | Preferences=(Caption="Display",Parent="Advanced Options",Class=WinDrv.WindowsClient,Immediate=True,Category=Display) 4 | Preferences=(Caption="Joystick",Parent="Advanced Options",Class=WinDrv.WindowsClient,Immediate=True,Category=Joystick) 5 | 6 | [Errors] 7 | Failed3D=3d hardware initialization failed 8 | DDrawMode=DirectDraw was unable to set the requested video mode 9 | 10 | [General] 11 | ViewPersp=Perspective map 12 | ViewXY=Overhead map 13 | ViewXZ=XZ map 14 | ViewYZ=YZ map 15 | ViewOther=Viewport 16 | Color16=&16-bit color 17 | Color32=&32-bit color 18 | AdvancedOptions=Advanced Options 19 | 20 | [WindowsClient] 21 | ClassCaption="Standard Windows Manager" 22 | -------------------------------------------------------------------------------- /Source/Core/Classes/Subsystem.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Subsystem: The base class all subsystems. Subsystems usually 3 | // correspond to large C++ classes. The benefit of defining a C++ class as 4 | // a subsystem is that you can make some of its variables script-accessible, 5 | // and you can make some of its properties automatically saveable as part 6 | // of the configuration. 7 | // 8 | // This is a built-in Unreal class and it shouldn't be modified. 9 | //============================================================================= 10 | class Subsystem expands Object 11 | intrinsic; 12 | 13 | // Internal. 14 | var private intrinsic const int ExecVtbl; 15 | 16 | defaultproperties 17 | { 18 | } 19 | -------------------------------------------------------------------------------- /Source/Core/Inc/CoreClasses.h: -------------------------------------------------------------------------------- 1 | /*=========================================================================== 2 | C++ class definitions exported from UnrealEd. 3 | ===========================================================================*/ 4 | #pragma pack (push,4) /* 4-byte alignment */ 5 | 6 | #pragma pack (pop) /* Restore alignment to previous setting */ 7 | -------------------------------------------------------------------------------- /Source/Core/Src/UnStaticExports.cpp: -------------------------------------------------------------------------------- 1 | /*============================================================================= 2 | UnStaticExports.cpp: Dreamcast-specific routines. 3 | =============================================================================*/ 4 | 5 | #ifndef UNREAL_STATIC 6 | #error "This file is for static builds only." 7 | #endif 8 | 9 | #include "Core.h" 10 | 11 | CORE_API FPackageExport* GExportsTable; 12 | 13 | CORE_API void* appGetStaticExport( const char* Name ) 14 | { 15 | FPackageExport* Iter = GExportsTable; 16 | while( Iter ) 17 | { 18 | if( !appStrcmp( Name, Iter->Name ) ) 19 | return Iter->Address; 20 | Iter = Iter->Next; 21 | } 22 | return nullptr; 23 | } 24 | -------------------------------------------------------------------------------- /Source/Editor/Inc/EditorClasses.h: -------------------------------------------------------------------------------- 1 | #undef DECLARE_NAME 2 | #endif 3 | #pragma pack (pop) 4 | -------------------------------------------------------------------------------- /Source/Engine/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | project(Engine CXX) 2 | 3 | file(GLOB SRC_FILES "Src/*.cpp") 4 | 5 | add_library(${PROJECT_NAME} ${LIB_TYPE} ${SRC_FILES}) 6 | 7 | target_include_directories(${PROJECT_NAME} 8 | PUBLIC 9 | ${CMAKE_CURRENT_SOURCE_DIR}/Inc 10 | PRIVATE 11 | ${CMAKE_CURRENT_SOURCE_DIR}/Src 12 | ) 13 | 14 | target_link_libraries(${PROJECT_NAME} Core) 15 | 16 | target_compile_definitions(${PROJECT_NAME} PRIVATE ENGINE_EXPORTS UPACKAGE_NAME=${PROJECT_NAME}) 17 | -------------------------------------------------------------------------------- /Source/Engine/Classes/AmbientSound.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Ambient sound, sits there and emits its sound. This class is no different 3 | // than placing any other actor in a level and setting its ambient sound. 4 | //============================================================================= 5 | class AmbientSound expands Keypoint; 6 | 7 | // Import the sprite. 8 | #exec Texture Import File=Textures\Ambient.pcx Name=S_Ambient Mips=Off Flags=2 9 | 10 | defaultproperties 11 | { 12 | Texture=S_Ambient 13 | SoundRadius=64 14 | SoundVolume=190 15 | SoundPitch=64 16 | } 17 | -------------------------------------------------------------------------------- /Source/Engine/Classes/Ambushpoint.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Ambushpoint. 3 | //============================================================================= 4 | class AmbushPoint expands NavigationPoint; 5 | 6 | var vector lookdir; //direction to look while ambushing 7 | //at start, ambushing creatures will pick either their current location, or the location of 8 | //some ambushpoint belonging to their team 9 | var byte survivecount; //used when picking ambushpoint 10 | 11 | function PreBeginPlay() 12 | { 13 | lookdir = 2000 * vector(Rotation); 14 | 15 | Super.PreBeginPlay(); 16 | } 17 | 18 | defaultproperties 19 | { 20 | bDirectional=True 21 | SoundVolume=128 22 | } 23 | -------------------------------------------------------------------------------- /Source/Engine/Classes/BlockAll.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Blocks all actors from passing. 3 | //============================================================================= 4 | class BlockAll expands Keypoint; 5 | 6 | defaultproperties 7 | { 8 | bCollideActors=True 9 | bBlockActors=True 10 | bBlockPlayers=True 11 | } 12 | -------------------------------------------------------------------------------- /Source/Engine/Classes/BlockMonsters.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // BlockMonsters prevents monsters from passing, but allows players and projectiles to cross. 3 | //============================================================================= 4 | class BlockMonsters expands Keypoint; 5 | 6 | defaultproperties 7 | { 8 | bCollideActors=True 9 | bBlockActors=True 10 | } 11 | -------------------------------------------------------------------------------- /Source/Engine/Classes/BlockPlayer.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // BlockPlayers prevents players from passing, but allows monsters and projectiles to cross. 3 | //============================================================================= 4 | class BlockPlayer expands Keypoint; 5 | 6 | defaultproperties 7 | { 8 | bBlockPlayers=True 9 | } 10 | -------------------------------------------------------------------------------- /Source/Engine/Classes/ButtonMarker.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // ButtonMarker. 3 | //============================================================================= 4 | class ButtonMarker expands NavigationPoint 5 | intrinsic; 6 | 7 | // OBSOLETE - TO BE REMOVED 8 | 9 | defaultproperties 10 | { 11 | } 12 | -------------------------------------------------------------------------------- /Source/Engine/Classes/Camera.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // A camera, used in UnrealEd. 3 | //============================================================================= 4 | class Camera expands PlayerPawn 5 | intrinsic; 6 | 7 | // Sprite. 8 | #exec Texture Import File=Textures\S_Camera.pcx Name=S_Camera Mips=Off Flags=2 9 | 10 | defaultproperties 11 | { 12 | Location=(X=-500.000000,Y=-300.000000,Z=300.000000) 13 | Texture=S_Camera 14 | CollisionRadius=+00016.000000 15 | CollisionHeight=+00039.000000 16 | LightBrightness=100 17 | LightRadius=16 18 | } 19 | 20 | -------------------------------------------------------------------------------- /Source/Engine/Classes/Effects.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Effects, the base class of all gratuitous special effects. 3 | //============================================================================= 4 | class Effects expands Actor; 5 | 6 | var() sound EffectSound1; 7 | var() sound EffectSound2; 8 | var() bool bOnlyTriggerable; 9 | 10 | defaultproperties 11 | { 12 | DrawType=DT_None 13 | Physics=PHYS_None 14 | bAlwaysRelevant=true 15 | CollisionRadius=+0.00000 16 | CollisionHeight=+0.00000 17 | } 18 | -------------------------------------------------------------------------------- /Source/Engine/Classes/HomeBase.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // HomeBase. 3 | //============================================================================= 4 | class HomeBase expands NavigationPoint; 5 | 6 | #exec Texture Import File=Textures\Flag1.pcx Name=S_Flag Mips=Off Flags=2 7 | 8 | var() float extent; //how far the base extends from central point (in line of sight) 9 | var vector lookdir; //direction to look while stopped 10 | 11 | function PreBeginPlay() 12 | { 13 | lookdir = 200 * vector(Rotation); 14 | Super.PreBeginPlay(); 15 | } 16 | defaultproperties 17 | { 18 | Extent=+00700.000000 19 | SoundVolume=128 20 | Texture=S_Flag 21 | } 22 | -------------------------------------------------------------------------------- /Source/Engine/Classes/Info.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Info, the root of all information holding classes. 3 | //============================================================================= 4 | class Info expands Actor 5 | abstract 6 | intrinsic; 7 | 8 | defaultproperties 9 | { 10 | bHidden=True 11 | } 12 | -------------------------------------------------------------------------------- /Source/Engine/Classes/InventorySpot.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // InventorySpot. 3 | //============================================================================= 4 | class InventorySpot expands NavigationPoint 5 | intrinsic; 6 | 7 | var Inventory markedItem; 8 | 9 | defaultproperties 10 | { 11 | CollisionRadius=+00020.000000 12 | CollisionHeight=+00040.000000 13 | bCollideWhenPlacing=False 14 | bHiddenEd=true 15 | bEndPointOnly=true 16 | } 17 | -------------------------------------------------------------------------------- /Source/Engine/Classes/Keypoint.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Keypoint, the base class of invisible actors which mark things. 3 | //============================================================================= 4 | class Keypoint expands Actor 5 | abstract 6 | intrinsic; 7 | 8 | // Sprite. 9 | #exec Texture Import File=Textures\Keypoint.pcx Name=S_Keypoint Mips=Off Flags=2 10 | 11 | defaultproperties 12 | { 13 | bStatic=True 14 | bHidden=True 15 | SoundVolume=0 16 | CollisionRadius=+00010.000000 17 | CollisionHeight=+00010.000000 18 | Texture=S_Keypoint 19 | } 20 | -------------------------------------------------------------------------------- /Source/Engine/Classes/Light.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // The light class. 3 | //============================================================================= 4 | class Light expands Actor; 5 | 6 | #exec Texture Import File=Textures\S_Light.pcx Name=S_Light Mips=Off Flags=2 7 | 8 | defaultproperties 9 | { 10 | bStatic=True 11 | bHidden=True 12 | bNoDelete=True 13 | Texture=S_Light 14 | CollisionRadius=+00024.000000 15 | CollisionHeight=+00024.000000 16 | LightType=LT_Steady 17 | LightBrightness=64 18 | LightSaturation=255 19 | LightRadius=64 20 | LightPeriod=32 21 | LightCone=128 22 | VolumeBrightness=64 23 | VolumeRadius=0 24 | bMovable=False 25 | } 26 | -------------------------------------------------------------------------------- /Source/Engine/Classes/MapList.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // MapList. 3 | // 4 | // contains a list of maps to cycle through 5 | // 6 | //============================================================================= 7 | class MapList expands Info 8 | config; 9 | 10 | var config string[32] Maps[32]; 11 | var config int MapNum; 12 | 13 | function string[32] GetNextMap() 14 | { 15 | MapNum++; 16 | if ( MapNum > ArrayCount(Maps) - 1 ) 17 | MapNum = 0; 18 | if ( Maps[MapNum] == "" ) 19 | MapNum = 0; 20 | log("Map List return MapNum "$MapNum); 21 | 22 | SaveConfig(); 23 | return Maps[MapNum]; 24 | } -------------------------------------------------------------------------------- /Source/Engine/Classes/Palette.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Palette: A 256-color Unreal palette. 3 | // This is a built-in Unreal class and it shouldn't be modified. 4 | //============================================================================= 5 | class Palette expands Object 6 | intrinsic; 7 | 8 | var intrinsic const DynamicArray Colors; 9 | 10 | defaultproperties 11 | { 12 | } 13 | -------------------------------------------------------------------------------- /Source/Engine/Classes/PathNode.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // PathNode. 3 | //============================================================================= 4 | class PathNode expands NavigationPoint 5 | intrinsic; 6 | 7 | /* 8 | function PreBeginPlay() 9 | { 10 | local int j; 11 | log("Describe paths for pathnode at "$Location); 12 | for (j=0; j<16; j++) 13 | { 14 | if (Paths[j] != -1) 15 | describeSpec(Paths[j]); 16 | } 17 | } 18 | */ 19 | 20 | defaultproperties 21 | { 22 | Texture=S_Pickup 23 | SoundVolume=128 24 | } 25 | -------------------------------------------------------------------------------- /Source/Engine/Classes/Player.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Player: Corresponds to a real player (a local camera or remote net player). 3 | // This is a built-in Unreal class and it shouldn't be modified. 4 | //============================================================================= 5 | class Player expands Object 6 | intrinsic; 7 | 8 | //----------------------------------------------------------------------------- 9 | // Player properties. 10 | 11 | // Internal. 12 | var intrinsic const int vfOut; 13 | 14 | // The actor this player controls. 15 | var transient const playerpawn Actor; 16 | var transient const console Console; 17 | var transient const dynamicstring TravelItems; 18 | 19 | defaultproperties 20 | { 21 | } 22 | -------------------------------------------------------------------------------- /Source/Engine/Classes/SavedMove.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SavedMove is used during network play to buffer recent client moves, 3 | // for use when the server modifies the clients actual position, etc. 4 | // This is a built-in Unreal class and it shouldn't be modified. 5 | //============================================================================= 6 | class SavedMove expands Info; 7 | 8 | // also stores info in Acceleration attribute 9 | var SavedMove NextMove; 10 | var float TimeStamp; 11 | var float Delta; 12 | var byte MoveFlags; 13 | var EDodgeDir DodgeMove; 14 | var bool bSent; 15 | 16 | final function Clear() 17 | { 18 | TimeStamp = 0; 19 | Delta = 0; 20 | MoveFlags = 0; 21 | bSent = false; 22 | DodgeMove = DODGE_None; 23 | Acceleration = vect(0,0,0); 24 | } 25 | 26 | defaultproperties 27 | { 28 | bHidden=True 29 | } 30 | -------------------------------------------------------------------------------- /Source/Engine/Classes/ScaledSprite.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // ScaledSprite. 3 | //============================================================================= 4 | class ScaledSprite expands Decoration; 5 | 6 | defaultproperties 7 | { 8 | Texture=S_Pickup 9 | } 10 | -------------------------------------------------------------------------------- /Source/Engine/Classes/ScoreBoard.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // ScoreBoard 3 | //============================================================================= 4 | class ScoreBoard expands Actor; 5 | 6 | function ShowScores( canvas Canvas ); 7 | function UpdateScores(); 8 | function UpdateNext(string[20] CurrentName, int offset, PlayerPawn requester); 9 | function RefreshScores(string[20] NewName, float NewScore, byte newOffset, byte NewNum); 10 | function QuickRefreshScores(float NewScore, byte newOffset, byte NewNum); 11 | 12 | function PreBeginPlay() 13 | { 14 | // don't call parent prebeginplay 15 | } 16 | 17 | defaultproperties 18 | { 19 | bHidden=true 20 | } -------------------------------------------------------------------------------- /Source/Engine/Classes/Scout.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Scout used for path generation. 3 | //============================================================================= 4 | class Scout expands Pawn 5 | intrinsic; 6 | 7 | function PreBeginPlay() 8 | { 9 | Destroy(); //scouts shouldn't exist during play 10 | } 11 | 12 | defaultproperties 13 | { 14 | SightRadius=+04100.000000 15 | AccelRate=+00001.000000 16 | CombatStyle=+4363467783093056800000000.000000 17 | CollisionRadius=+00052.000000 18 | CollisionHeight=+00050.000000 19 | bCollideActors=False 20 | bCollideWorld=False 21 | bBlockActors=False 22 | bBlockPlayers=False 23 | bProjTarget=False 24 | } 25 | -------------------------------------------------------------------------------- /Source/Engine/Classes/SkyZoneInfo.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SkyZoneInfo. 3 | //============================================================================= 4 | class SkyZoneInfo expands ZoneInfo 5 | intrinsic; 6 | 7 | defaultproperties 8 | { 9 | } 10 | -------------------------------------------------------------------------------- /Source/Engine/Classes/Spotlight.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // A directional spotlight. 3 | //============================================================================= 4 | class Spotlight expands Light; 5 | 6 | defaultproperties 7 | { 8 | bDirectional=True 9 | LightEffect=LE_Spotlight 10 | } 11 | -------------------------------------------------------------------------------- /Source/Engine/Classes/TriggerMarker.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // TriggerMarker. 3 | //============================================================================= 4 | class TriggerMarker expands NavigationPoint 5 | intrinsic; 6 | 7 | // OBSOLETE - to be removed 8 | 9 | defaultproperties 10 | { 11 | } 12 | -------------------------------------------------------------------------------- /Source/Engine/Classes/Triggers.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Event. 3 | //============================================================================= 4 | class Triggers expands Actor 5 | intrinsic; 6 | 7 | defaultproperties 8 | { 9 | bHidden=True 10 | CollisionRadius=+00040.000000 11 | CollisionHeight=+00040.000000 12 | bCollideActors=True 13 | } 14 | -------------------------------------------------------------------------------- /Source/Engine/Classes/WayBeacon.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // WayBeacon. 3 | //============================================================================= 4 | class WayBeacon expands Keypoint; 5 | 6 | //temporary beacon for serverfind navigation 7 | 8 | function touch(actor other) 9 | { 10 | if (other == owner) 11 | PlayerPawn(owner).ShowPath(); 12 | } 13 | 14 | defaultproperties 15 | { 16 | bStatic=False 17 | bHidden=False 18 | DrawType=DT_Mesh 19 | Mesh=Lamp4 20 | DrawScale=+00000.500000 21 | AmbientGlow=40 22 | bOnlyOwnerSee=True 23 | bCollideActors=True 24 | LightType=LT_Steady 25 | LightBrightness=125 26 | LightSaturation=125 27 | LifeSpan=+00006.000000 28 | } 29 | -------------------------------------------------------------------------------- /Source/Engine/Inc/ACamera.h: -------------------------------------------------------------------------------- 1 | /*============================================================================= 2 | ACamera.h. 3 | Copyright 1997 Epic MegaGames, Inc. This software is a trade secret. 4 | =============================================================================*/ 5 | 6 | // Constructors. 7 | 8 | /*----------------------------------------------------------------------------- 9 | The End. 10 | -----------------------------------------------------------------------------*/ 11 | -------------------------------------------------------------------------------- /Source/Engine/Inc/AMover.h: -------------------------------------------------------------------------------- 1 | /*============================================================================= 2 | AMover.h: Class functions residing in the AMover class. 3 | Copyright 1997 Epic MegaGames, Inc. This software is a trade secret. 4 | =============================================================================*/ 5 | 6 | // Constructors. 7 | AMover(); 8 | 9 | // UObject interface. 10 | void PostLoad(); 11 | void PostEditChange(); 12 | 13 | // AActor interface. 14 | void Spawned(); 15 | void PostEditMove(); 16 | void PreRaytrace(); 17 | void PostRaytrace(); 18 | 19 | // ABrush interface. 20 | virtual void SetWorldRaytraceKey(); 21 | virtual void SetBrushRaytraceKey(); 22 | 23 | /*----------------------------------------------------------------------------- 24 | The End. 25 | -----------------------------------------------------------------------------*/ 26 | -------------------------------------------------------------------------------- /Source/Engine/Inc/APlayerPawn.h: -------------------------------------------------------------------------------- 1 | /*============================================================================= 2 | APlayerPawn.h: A player pawn. 3 | Copyright 1997 Epic MegaGames, Inc. This software is a trade secret. 4 | =============================================================================*/ 5 | 6 | // APlayerPawn interface. 7 | void SetPlayer( UPlayer* Player ); 8 | 9 | /*----------------------------------------------------------------------------- 10 | The End. 11 | -----------------------------------------------------------------------------*/ 12 | -------------------------------------------------------------------------------- /Source/Engine/Inc/AZoneInfo.h: -------------------------------------------------------------------------------- 1 | /*============================================================================= 2 | AZoneInfo.h. 3 | Copyright 1997 Epic MegaGames, Inc. This software is a trade secret. 4 | =============================================================================*/ 5 | 6 | // Constructors. 7 | 8 | // UObject interface. 9 | void PostEditChange(); 10 | 11 | /*----------------------------------------------------------------------------- 12 | The End. 13 | -----------------------------------------------------------------------------*/ 14 | -------------------------------------------------------------------------------- /Source/Engine/Src/Unreal.cpp: -------------------------------------------------------------------------------- 1 | /*============================================================================= 2 | Unreal.cpp: File we use to generate a VC++ precompiled header for Unreal.h. 3 | 4 | Copyright 1997 Epic MegaGames, Inc. This software is a trade secret. 5 | Compiled with Visual C++ 4.0. Best viewed with Tabs=4. 6 | 7 | Revision history: 8 | * Created by Tim Sweeney 9 | =============================================================================*/ 10 | 11 | #include "EnginePrivate.h" 12 | 13 | /*----------------------------------------------------------------------------- 14 | The End. 15 | -----------------------------------------------------------------------------*/ 16 | -------------------------------------------------------------------------------- /Source/Fire/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | project(Fire CXX) 2 | 3 | set(SRC_FILES 4 | "Src/UnFractal.cpp" 5 | ) 6 | 7 | add_library(${PROJECT_NAME} ${LIB_TYPE} ${SRC_FILES}) 8 | 9 | target_include_directories(${PROJECT_NAME} 10 | PUBLIC 11 | ${CMAKE_CURRENT_SOURCE_DIR}/Inc 12 | PRIVATE 13 | ${CMAKE_CURRENT_SOURCE_DIR}/Src 14 | ) 15 | 16 | target_link_libraries(${PROJECT_NAME} Engine Core) 17 | 18 | target_compile_definitions(${PROJECT_NAME} PRIVATE FIRE_EXPORTS UPACKAGE_NAME=${PROJECT_NAME}) 19 | -------------------------------------------------------------------------------- /Source/Fire/Classes/FractalTexture.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // FractalTexture: Base class of FireEngine fractal textures. 3 | // This is a built-in Unreal class and it shouldn't be modified. 4 | //============================================================================= 5 | 6 | class FractalTexture expands Texture 7 | intrinsic 8 | abstract; 9 | 10 | // Transient editing parameters. 11 | var transient int UMask; 12 | var transient int VMask; 13 | var transient int LightOutput; 14 | var transient int SoundOutput; 15 | var transient int GlobalPhase; 16 | var transient byte DrawPhase; 17 | var transient byte AuxPhase; 18 | 19 | 20 | defaultproperties 21 | { 22 | } 23 | -------------------------------------------------------------------------------- /Source/Fire/Classes/WaveTexture.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // WaveTexture: Expands WaterTexture. Simple phongish water surface. 3 | // This is a built-in Unreal class and it shouldn't be modified. 4 | //============================================================================= 5 | 6 | class WaveTexture expands WaterTexture 7 | intrinsic; 8 | 9 | var(WaterPaint) byte BumpMapLight; 10 | var(WaterPaint) byte BumpMapAngle; 11 | var(WaterPaint) byte PhongRange; 12 | var(WaterPaint) byte PhongSize; 13 | 14 | defaultproperties 15 | { 16 | } 17 | -------------------------------------------------------------------------------- /Source/Fire/Classes/WetTexture.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // WetTexture: Expands WaterTexture. Water amplitude used as displacement. 3 | // This is a built-in Unreal class and it shouldn't be modified. 4 | //============================================================================= 5 | 6 | class WetTexture expands WaterTexture 7 | intrinsic; 8 | 9 | var(WaterPaint) texture SourceTexture; 10 | var transient texture OldSourceTex; 11 | var transient int LocalSourceBitmap; 12 | 13 | defaultproperties 14 | { 15 | } 16 | -------------------------------------------------------------------------------- /Source/Fire/Inc/FireClasses.h: -------------------------------------------------------------------------------- 1 | /*=========================================================================== 2 | C++ class definitions exported from UnrealEd. 3 | ===========================================================================*/ 4 | #pragma pack (push,4) /* 4-byte alignment */ 5 | 6 | #pragma pack (pop) /* Restore alignment to previous setting */ 7 | -------------------------------------------------------------------------------- /Source/IpDrv/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | project(IpDrv CXX) 2 | 3 | set(SRC_FILES 4 | "Src/TcpLink.cpp" 5 | "Src/UdpLink.cpp" 6 | "Src/IpDrv.cpp" 7 | "Src/UnSocket.cpp" 8 | ) 9 | 10 | add_library(${PROJECT_NAME} ${LIB_TYPE} ${SRC_FILES}) 11 | 12 | target_include_directories(${PROJECT_NAME} 13 | PUBLIC 14 | ${CMAKE_CURRENT_SOURCE_DIR}/Inc 15 | PRIVATE 16 | ${CMAKE_CURRENT_SOURCE_DIR}/Src 17 | ) 18 | 19 | target_link_libraries(${PROJECT_NAME} Engine Core) 20 | 21 | if(TARGET_IS_WINDOWS) 22 | target_link_libraries(${PROJECT_NAME} ws2_32) 23 | endif() 24 | 25 | target_compile_definitions(${PROJECT_NAME} PRIVATE IPDRV_EXPORTS UPACKAGE_NAME=${PROJECT_NAME}) 26 | -------------------------------------------------------------------------------- /Source/IpDrv/Classes/ServerBeacon.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // ServerBeacon: Broadcasts a LAN beacon so clients can find the server. 3 | //============================================================================= 4 | class ServerBeacon expands UdpBeacon 5 | transient; 6 | 7 | function BeginPlay() 8 | { 9 | if( !DoBeacon ) 10 | { 11 | Destroy(); 12 | return; 13 | } 14 | if( BindPort() ) 15 | { 16 | SetTimer( BeaconTime, true ); 17 | log( "ServerBeacon begin" ); 18 | return; 19 | } 20 | else log( "ServerBeacon failed" ); 21 | } 22 | function Timer() 23 | { 24 | local IpAddr Addr; 25 | local string[240] BeaconText; 26 | Addr.Addr = BroadcastAddr; 27 | Addr.Port = BeaconPort; 28 | Level.Game.GetBeaconText( BeaconText ); 29 | SendText( Addr, BeaconProduct $ " " $ Level.GetAddressURL() $ " " $ BeaconText ); 30 | } 31 | -------------------------------------------------------------------------------- /Source/IpDrv/Classes/UdpBeacon.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // UdpBeacon: Base class of beacon sender and receiver. 3 | //============================================================================= 4 | class UdpBeacon expands UdpLink 5 | config 6 | transient; 7 | 8 | var() globalconfig bool DoBeacon; 9 | var() globalconfig float BeaconTime; 10 | var() globalconfig int BeaconPort; 11 | var() globalconfig float BeaconTimeout; 12 | var() globalconfig string[32] BeaconProduct; 13 | 14 | defaultproperties 15 | { 16 | DoBeacon=True 17 | BeaconTime=0.25 18 | BeaconTimeout=5.0 19 | BeaconPort=7776 20 | BeaconProduct=Unreal 21 | } 22 | -------------------------------------------------------------------------------- /Source/IpDrv/Inc/ATcpLink.h: -------------------------------------------------------------------------------- 1 | /*============================================================================= 2 | ATcpLink.h. 3 | Copyright 1997 Epic MegaGames, Inc. This software is a trade secret. 4 | =============================================================================*/ 5 | 6 | // Constructors. 7 | ATcpLink(); 8 | 9 | // UObject interface. 10 | void Destroy(); 11 | 12 | /*----------------------------------------------------------------------------- 13 | The End. 14 | -----------------------------------------------------------------------------*/ 15 | -------------------------------------------------------------------------------- /Source/IpDrv/Inc/AUdpLink.h: -------------------------------------------------------------------------------- 1 | /*============================================================================= 2 | AUdpLink.h. 3 | Copyright 1997 Epic MegaGames, Inc. This software is a trade secret. 4 | =============================================================================*/ 5 | 6 | AUdpLink(); 7 | void Destroy(); 8 | SOCKET& GetSocket() { return *(SOCKET*)&Socket;} 9 | UBOOL Tick( FLOAT DeltaTime, enum ELevelTick TickType ); 10 | 11 | /*----------------------------------------------------------------------------- 12 | The End. 13 | -----------------------------------------------------------------------------*/ 14 | -------------------------------------------------------------------------------- /Source/NOpenALDrv/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | project(NOpenALDrv C CXX) 2 | 3 | set(SRC_FILES "NOpenALDrv.cpp") 4 | 5 | add_library(${PROJECT_NAME} ${LIB_TYPE} ${SRC_FILES}) 6 | 7 | target_include_directories(${PROJECT_NAME} 8 | PUBLIC 9 | ${CMAKE_CURRENT_SOURCE_DIR}/Inc 10 | PRIVATE 11 | ${OPENAL_INCLUDE_DIR} 12 | ${LIBXMP_INCLUDE_DIR} 13 | ) 14 | 15 | if(MSVC) 16 | # openal-soft release libs are built without safeseh for some reason? 17 | target_link_options(${PROJECT_NAME} PRIVATE "/SAFESEH:NO") 18 | endif() 19 | 20 | target_link_libraries(${PROJECT_NAME} ${OPENAL_LIBRARY} ${LIBXMP_LIBRARY}) 21 | 22 | target_link_libraries(${PROJECT_NAME} Engine Core) 23 | 24 | target_compile_definitions(${PROJECT_NAME} PRIVATE NOPENALDRV_EXPORTS UPACKAGE_NAME=${PROJECT_NAME}) 25 | -------------------------------------------------------------------------------- /Source/NOpenGLDrv/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | project(NOpenGLDrv C CXX) 2 | 3 | if(NOT USE_SDL) 4 | message(FATAL_ERROR "NOpenGLDrv requires NSDLDrv to function.") 5 | endif() 6 | 7 | set(SRC_FILES "NOpenGLDrv.cpp" "${CMAKE_SOURCE_DIR}/../Thirdparty/glad/glad.c") 8 | 9 | add_library(${PROJECT_NAME} ${LIB_TYPE} ${SRC_FILES}) 10 | 11 | target_include_directories(${PROJECT_NAME} 12 | PUBLIC 13 | ${CMAKE_CURRENT_SOURCE_DIR}/Inc 14 | PRIVATE 15 | ${CMAKE_SOURCE_DIR}/../Thirdparty/glad 16 | ${SDL2_INCLUDE_DIR} 17 | ) 18 | 19 | target_link_libraries(${PROJECT_NAME} ${SDL2_LIBRARY}) 20 | 21 | target_link_libraries(${PROJECT_NAME} Render Engine Core) 22 | 23 | target_compile_definitions(${PROJECT_NAME} PRIVATE NOPENGLDRV_EXPORTS UPACKAGE_NAME=${PROJECT_NAME}) 24 | -------------------------------------------------------------------------------- /Source/NOpenGLESDrv/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | project(NOpenGLESDrv C CXX) 2 | 3 | if(NOT USE_SDL) 4 | message(FATAL_ERROR "NOpenGLESDrv requires NSDLDrv to function.") 5 | endif() 6 | 7 | set(SRC_FILES "NOpenGLESDrv.cpp" "${CMAKE_SOURCE_DIR}/../Thirdparty/glad_es/glad.c") 8 | 9 | add_library(${PROJECT_NAME} ${LIB_TYPE} ${SRC_FILES}) 10 | 11 | target_include_directories(${PROJECT_NAME} 12 | PUBLIC 13 | ${CMAKE_CURRENT_SOURCE_DIR}/Inc 14 | PRIVATE 15 | ${CMAKE_SOURCE_DIR}/../Thirdparty/glad_es 16 | ${CMAKE_SOURCE_DIR}/../Thirdparty 17 | ${SDL2_INCLUDE_DIR} 18 | ) 19 | 20 | target_link_libraries(${PROJECT_NAME} ${SDL2_LIBRARY}) 21 | 22 | target_link_libraries(${PROJECT_NAME} Render Engine Core) 23 | 24 | target_compile_definitions(${PROJECT_NAME} PRIVATE NOPENGLESDRV_EXPORTS UPACKAGE_NAME=${PROJECT_NAME}) 25 | -------------------------------------------------------------------------------- /Source/NSDLDrv/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | project(NSDLDrv CXX) 2 | 3 | set(SRC_FILES 4 | "Src/NSDLViewport.cpp" 5 | "Src/NSDLClient.cpp" 6 | "Src/NSDLDrv.cpp" 7 | ) 8 | 9 | add_library(${PROJECT_NAME} ${LIB_TYPE} ${SRC_FILES}) 10 | 11 | target_include_directories(${PROJECT_NAME} 12 | PUBLIC 13 | ${CMAKE_CURRENT_SOURCE_DIR}/Inc 14 | PRIVATE 15 | ${CMAKE_CURRENT_SOURCE_DIR}/Src 16 | ${SDL2_INCLUDE_DIR} 17 | ) 18 | 19 | target_link_libraries(${PROJECT_NAME} ${SDL2_LIBRARY} Engine Core) 20 | 21 | target_compile_definitions(${PROJECT_NAME} PRIVATE NSDLDRV_EXPORTS UPACKAGE_NAME=${PROJECT_NAME}) 22 | -------------------------------------------------------------------------------- /Source/NSDLDrv/Src/NSDLDrv.cpp: -------------------------------------------------------------------------------- 1 | #include "NSDLDrv.h" 2 | 3 | /*----------------------------------------------------------------------------- 4 | Package implementation. 5 | -----------------------------------------------------------------------------*/ 6 | 7 | DLL_EXPORT UBOOL GTickDue; 8 | 9 | IMPLEMENT_PACKAGE( NSDLDrv ); 10 | 11 | /*----------------------------------------------------------------------------- 12 | The End. 13 | -----------------------------------------------------------------------------*/ 14 | -------------------------------------------------------------------------------- /Source/PSVitaLoader/Res/sce_sys/icon0.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Source/PSVitaLoader/Res/sce_sys/icon0.png -------------------------------------------------------------------------------- /Source/PSVitaLoader/Res/sce_sys/livearea/contents/bg0.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Source/PSVitaLoader/Res/sce_sys/livearea/contents/bg0.png -------------------------------------------------------------------------------- /Source/PSVitaLoader/Res/sce_sys/livearea/contents/startup.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Source/PSVitaLoader/Res/sce_sys/livearea/contents/startup.png -------------------------------------------------------------------------------- /Source/PSVitaLoader/Res/sce_sys/livearea/contents/template.xml: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | bg0.png 5 | 6 | 7 | startup.png 8 | 9 | 10 | -------------------------------------------------------------------------------- /Source/PSVitaLoader/Res/sce_sys/pic0.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Source/PSVitaLoader/Res/sce_sys/pic0.png -------------------------------------------------------------------------------- /Source/Render/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | project(Render CXX) 2 | 3 | set(SRC_FILES 4 | "Src/UnLight.cpp" 5 | "Src/UnMeshRn.cpp" 6 | "Src/UnRandom.cpp" 7 | "Src/UnRender.cpp" 8 | "Src/UnSoftLn.cpp" 9 | "Src/UnSpan.cpp" 10 | "Src/UnSprite.cpp" 11 | "Src/UnTest.cpp" 12 | "Src/Render.cpp" 13 | ) 14 | 15 | add_library(${PROJECT_NAME} ${LIB_TYPE} ${SRC_FILES}) 16 | 17 | target_include_directories(${PROJECT_NAME} 18 | PUBLIC 19 | ${CMAKE_CURRENT_SOURCE_DIR}/Inc 20 | PRIVATE 21 | ${CMAKE_CURRENT_SOURCE_DIR}/Src 22 | ) 23 | 24 | target_link_libraries(${PROJECT_NAME} Engine Core) 25 | 26 | target_compile_definitions(${PROJECT_NAME} PRIVATE RENDER_EXPORTS UPACKAGE_NAME=${PROJECT_NAME}) 27 | -------------------------------------------------------------------------------- /Source/Render/Inc/RenderClasses.h: -------------------------------------------------------------------------------- 1 | /*=========================================================================== 2 | C++ class definitions exported from UnrealEd. 3 | ===========================================================================*/ 4 | #pragma pack (push,4) /* 4-byte alignment */ 5 | 6 | #pragma pack (pop) /* Restore alignment to previous setting */ 7 | -------------------------------------------------------------------------------- /Source/Render/Src/Render.cpp: -------------------------------------------------------------------------------- 1 | /*============================================================================= 2 | Render.cpp: Unreal rendering package. 3 | Copyright 1997 Epic MegaGames, Inc. This software is a trade secret. 4 | =============================================================================*/ 5 | 6 | #include "RenderPrivate.h" 7 | 8 | /*----------------------------------------------------------------------------- 9 | Package implementation. 10 | -----------------------------------------------------------------------------*/ 11 | 12 | IMPLEMENT_PACKAGE(Render); 13 | 14 | /*----------------------------------------------------------------------------- 15 | The end. 16 | -----------------------------------------------------------------------------*/ 17 | -------------------------------------------------------------------------------- /Source/Render/Src/UnTest.cpp: -------------------------------------------------------------------------------- 1 | /*============================================================================= 2 | UnTest.cpp: File for testing optimizations. Check out the VC++ 4.0 3 | Copyright 1997 Epic MegaGames, Inc. This software is a trade secret. 4 | =============================================================================*/ 5 | 6 | #include "RenderPrivate.h" 7 | 8 | /*------------------------------------------------------------------------------ 9 | The End. 10 | ------------------------------------------------------------------------------*/ 11 | -------------------------------------------------------------------------------- /Source/SoftDrv/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | project(SoftDrv CXX) 2 | 3 | set(SRC_FILES 4 | "Src/DrawPoly.cpp" 5 | "Src/DrawSurf.cpp" 6 | "Src/DrawTile.cpp" 7 | "Src/Hit.cpp" 8 | "Src/Line2D.cpp" 9 | "Src/SoftDrv.cpp" 10 | ) 11 | 12 | add_library(${PROJECT_NAME} ${LIB_TYPE} ${SRC_FILES}) 13 | 14 | target_include_directories(${PROJECT_NAME} 15 | PUBLIC 16 | ${CMAKE_CURRENT_SOURCE_DIR}/Inc 17 | PRIVATE 18 | ${CMAKE_CURRENT_SOURCE_DIR}/Src 19 | ) 20 | 21 | target_link_libraries(${PROJECT_NAME} Render Engine Core) 22 | 23 | target_compile_definitions(${PROJECT_NAME} PRIVATE SOFTDRV_EXPORTS UPACKAGE_NAME=${PROJECT_NAME}) 24 | -------------------------------------------------------------------------------- /Source/SoundDrv/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | project(SoundDrv CXX) 2 | 3 | set(SRC_FILES 4 | "Null.cpp" 5 | ) 6 | 7 | add_library(${PROJECT_NAME} ${LIB_TYPE} ${SRC_FILES}) 8 | 9 | target_include_directories(${PROJECT_NAME} 10 | PUBLIC 11 | ${CMAKE_CURRENT_SOURCE_DIR}/Inc 12 | PRIVATE 13 | ${CMAKE_CURRENT_SOURCE_DIR}/Src 14 | ) 15 | 16 | target_link_libraries(${PROJECT_NAME} Engine Core) 17 | 18 | target_compile_definitions(${PROJECT_NAME} PRIVATE SOUNDDRV_EXPORTS UPACKAGE_NAME=${PROJECT_NAME}) 19 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/AnimSpriteEffect.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // AnimSpriteEffect. 3 | //============================================================================= 4 | class AnimSpriteEffect expands Effects; 5 | 6 | var() texture SpriteAnim[20]; 7 | var() int NumFrames; 8 | var() float Pause; 9 | var int i; 10 | var Float AnimTime; 11 | 12 | defaultproperties 13 | { 14 | DrawScale=+00000.300000 15 | bUnlit=True 16 | LightType=LT_Steady 17 | LightBrightness=199 18 | LightHue=24 19 | LightSaturation=115 20 | LightRadius=20 21 | bCorona=True 22 | Physics=PHYS_None 23 | } 24 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Arm1.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Arm1. 3 | //============================================================================= 4 | class Arm1 expands PlayerChunks; 5 | 6 | 7 | #exec MESH IMPORT MESH=Arm1M ANIVFILE=MODELS\g_Arm1_a.3D DATAFILE=MODELS\g_Arm1_d.3D X=0 Y=0 Z=0 8 | #exec MESH ORIGIN MESH=Arm1M X=0 Y=0 Z=-160 YAW=64 9 | #exec MESH SEQUENCE MESH=Arm1M SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=Arm1M SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | #exec TEXTURE IMPORT NAME=JArm11 FILE=MODELS\g_Arm.PCX GROUP=Skins FLAGS=2 12 | #exec MESHMAP SCALE MESHMAP=Arm1M X=0.04 Y=0.04 Z=0.08 13 | #exec MESHMAP SETTEXTURE MESHMAP=Arm1M NUM=1 TEXTURE=JArm11 14 | defaultproperties 15 | { 16 | Mesh=Arm1M 17 | CollisionRadius=+00018.000000 18 | } 19 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/BabyCowCarcass.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // BabyCowCarcass. 3 | //============================================================================= 4 | class BabyCowCarcass expands CowCarcass; 5 | 6 | defaultproperties 7 | { 8 | Mesh=Cow 9 | DrawScale=+00000.500000 10 | CollisionRadius=+00024.000000 11 | CollisionHeight=+00016.000000 12 | Mass=+00080.000000 13 | } 14 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Behemoth.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Behemoth. 3 | //============================================================================= 4 | class Behemoth expands Brute; 5 | 6 | #exec TEXTURE IMPORT NAME=Brute2 FILE=Models\Brute2H.PCX GROUP="Skins" 7 | 8 | function GoBerserk() 9 | { 10 | bLongBerserk = false; 11 | bBerserk = false; 12 | } 13 | 14 | defaultproperties 15 | { 16 | WhipDamage=35 17 | bLeadTarget=True 18 | Health=500 19 | SightRadius=+02000.000000 20 | ReFireRate=+00000.500000 21 | DrawScale=+00001.300000 22 | Skin=Brute2 23 | CollisionRadius=+00068.000000 24 | CollisionHeight=+00068.000000 25 | Mass=+00500.000000 26 | TransientSoundVolume=+00006.000000 27 | } 28 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/BigBlackSmoke.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // BigBlackSmoke. 3 | //============================================================================= 4 | class BigBlackSmoke expands SpriteSmokePuff; 5 | 6 | #exec OBJ LOAD FILE=textures\SmokeBlack.utx PACKAGE=Unreal.SmokeBlack 7 | 8 | defaultproperties 9 | { 10 | SSprites(0)=Texture'Unreal.SmokeBlack.bbs_a00' 11 | SSprites(1)=None 12 | SSprites(2)=None 13 | SSprites(3)=None 14 | SSprites(4)=None 15 | SSprites(5)=None 16 | SSprites(6)=None 17 | SSprites(7)=None 18 | SSprites(8)=None 19 | SSprites(9)=None 20 | NumSets=1 21 | DrawType=DT_Sprite 22 | Style=STY_Modulated 23 | Texture=Texture'Unreal.SmokeBlack.bbs_a00' 24 | DrawScale=2.000000 25 | } 26 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/BloodBurst.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // BloodBurst. 3 | //============================================================================= 4 | class BloodBurst expands Blood2; 5 | 6 | 7 | auto state Explode 8 | { 9 | Begin: 10 | PlayAnim ( 'Burst', 0.2 ); 11 | SetRotation( RotRand() ); 12 | FinishAnim(); 13 | Destroy (); 14 | } 15 | 16 | defaultproperties 17 | { 18 | DrawScale=0.400000 19 | AmbientGlow=80 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/BloodPuff.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // BloodPuff. 3 | //============================================================================= 4 | class BloodPuff expands SpriteSmokePuff; 5 | 6 | #exec OBJ LOAD FILE=textures\BloodyPuff.utx PACKAGE=Unreal.BloodyPuff 7 | 8 | defaultproperties 9 | { 10 | SSprites(0)=Texture'Unreal.BloodyPuff.bp_A01' 11 | SSprites(1)=Texture'Unreal.BloodyPuff.bp8_a00' 12 | SSprites(2)=Texture'Unreal.BloodyPuff.Bp6_a00' 13 | SSprites(3)=None 14 | SSprites(4)=None 15 | SSprites(5)=None 16 | SSprites(6)=None 17 | SSprites(7)=None 18 | SSprites(8)=None 19 | SSprites(9)=None 20 | NumSets=3 21 | RisingRate=-50.000000 22 | bHighDetail=True 23 | LifeSpan=0.500000 24 | Texture=Texture'Unreal.BloodyPuff.bp_A01' 25 | DrawScale=2.000000 26 | } 27 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/BloodSpurt.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // BloodSpurt. 3 | //============================================================================= 4 | class BloodSpurt expands Blood2; 5 | 6 | 7 | auto state Explode 8 | { 9 | Begin: 10 | PlayAnim ( 'GravSpray2', 0.9 ); 11 | FinishAnim(); 12 | Destroy (); 13 | } 14 | 15 | defaultproperties 16 | { 17 | DrawScale=0.200000 18 | ScaleGlow=1.300000 19 | AmbientGlow=0 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/BlueBook.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // BlueBook. 3 | //============================================================================= 4 | class BlueBook expands Book; 5 | 6 | defaultproperties 7 | { 8 | Skin=Unreal.JBook4 9 | } 10 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Burned.uc: -------------------------------------------------------------------------------- 1 | class Burned expands UnrealDamageType 2 | localized 3 | abstract; 4 | 5 | defaultproperties 6 | { 7 | name="roasted" 8 | altname="flame-broiled" 9 | ViewFog=(X=16.41,Y=11.719,Z=4.6875) 10 | ViewFlash=-0.009375 11 | DamageEffect=None 12 | } 13 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/CaveManta.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // CaveManta. 3 | //============================================================================= 4 | class CaveManta expands Manta; 5 | 6 | #exec TEXTURE IMPORT NAME=JManta2 FILE=MODELS\mantac.PCX GROUP="Skins" FLAGS=2 7 | 8 | defaultproperties 9 | { 10 | StingDamage=15 11 | WhipDamage=15 12 | Health=50 13 | Skin=JManta2 14 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/ChargeLight.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // ChargeLight. 3 | //============================================================================= 4 | class ChargeLight expands Light; 5 | 6 | defaultproperties 7 | { 8 | bStatic=False 9 | bNoDelete=False 10 | LightEffect=LE_NonIncidence 11 | LightBrightness=3 12 | LightHue=21 13 | LightSaturation=0 14 | LightRadius=3 15 | LightPeriod=0 16 | LifeSpan=+00005.300000 17 | RemoteRole=ROLE_SimulatedProxy 18 | } 19 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Chunk1.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Chunk1. 3 | //============================================================================= 4 | class Chunk1 expands Chunk; 5 | 6 | #exec MESH IMPORT MESH=Chnk1 ANIVFILE=MODELS\Chunk1_a.3D DATAFILE=MODELS\Chunk1_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Chnk1 X=0 Y=0 Z=0 YAW=64 8 | #exec MESH SEQUENCE MESH=Chnk1 SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=Chnk1 SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=Jflakshel1 FILE=MODELS\FlakShel.PCX 11 | #exec MESHMAP SCALE MESHMAP=Chnk1 X=0.025 Y=0.025 Z=0.05 12 | #exec MESHMAP SETTEXTURE MESHMAP=Chnk1 NUM=1 TEXTURE=Jflakshel1 13 | 14 | defaultproperties 15 | { 16 | Damage=+00016.000000 17 | Mesh=Unreal.Chnk1 18 | AmbientGlow=43 19 | Class=Unreal.Chunk1 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Chunk2.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Chunk2. 3 | //============================================================================= 4 | class Chunk2 expands Chunk; 5 | 6 | #exec MESH IMPORT MESH=Chnk2 ANIVFILE=MODELS\Chunk2_a.3D DATAFILE=MODELS\Chunk2_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Chnk2 X=0 Y=0 Z=-0 YAW=64 8 | #exec MESH SEQUENCE MESH=Chnk2 SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=Chnk2 SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=Jflakshel1 FILE=MODELS\FlakShel.PCX 11 | #exec MESHMAP SCALE MESHMAP=Chnk2 X=0.025 Y=0.025 Z=0.05 12 | #exec MESHMAP SETTEXTURE MESHMAP=Chnk2 NUM=1 TEXTURE=Jflakshel1 13 | 14 | defaultproperties 15 | { 16 | Damage=+00016.000000 17 | Mesh=Unreal.Chnk2 18 | AmbientGlow=38 19 | LifeSpan=+00003.100000 20 | Class=Unreal.Chunk2 21 | } 22 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Chunk3.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Chunk3. 3 | //============================================================================= 4 | class Chunk3 expands Chunk; 5 | 6 | #exec MESH IMPORT MESH=Chnk3 ANIVFILE=MODELS\Chunk3_a.3D DATAFILE=MODELS\Chunk3_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Chnk3 X=0 Y=0 Z=-0 YAW=64 8 | #exec MESH SEQUENCE MESH=Chnk3 SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=Chnk3 SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=Jflakshel1 FILE=MODELS\FlakShel.PCX 11 | #exec MESHMAP SCALE MESHMAP=Chnk3 X=0.025 Y=0.025 Z=0.05 12 | #exec MESHMAP SETTEXTURE MESHMAP=Chnk3 NUM=1 TEXTURE=Jflakshel1 13 | 14 | defaultproperties 15 | { 16 | Damage=+00016.000000 17 | Mesh=Unreal.Chnk3 18 | AmbientGlow=63 19 | LifeSpan=+00002.900000 20 | Class=Unreal.Chunk3 21 | } 22 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Chunk4.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Chunk4. 3 | //============================================================================= 4 | class Chunk4 expands Chunk; 5 | 6 | #exec MESH IMPORT MESH=Chnk4 ANIVFILE=MODELS\Chunk4_a.3D DATAFILE=MODELS\Chunk4_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Chnk4 X=0 Y=0 Z=0 YAW=64 8 | #exec MESH SEQUENCE MESH=Chnk4 SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=Chnk4 SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=Jflakshel1 FILE=MODELS\FlakShel.PCX 11 | #exec MESHMAP SCALE MESHMAP=Chnk4 X=0.025 Y=0.025 Z=0.05 12 | #exec MESHMAP SETTEXTURE MESHMAP=Chnk4 NUM=1 TEXTURE=Jflakshel1 13 | 14 | defaultproperties 15 | { 16 | Damage=+00016.000000 17 | Mesh=Unreal.Chnk4 18 | AmbientGlow=41 19 | LifeSpan=+00002.800000 20 | Class=Unreal.Chunk4 21 | } 22 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/CloudZone.uc: -------------------------------------------------------------------------------- 1 | class CloudZone expands ZoneInfo; 2 | 3 | event ActorEntered( actor Other ) 4 | { 5 | if ( Other.IsA('Pawn') ) 6 | Pawn(Other).Died(Pawn(Other).Enemy, 'Fell', Location); 7 | else 8 | Other.Destroy(); 9 | } 10 | 11 | defaultproperties 12 | { 13 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/Corroded.uc: -------------------------------------------------------------------------------- 1 | class Corroded expands UnrealDamageType 2 | localized 3 | abstract; 4 | 5 | defaultproperties 6 | { 7 | name="corroded" 8 | altname="slimed" 9 | ViewFog=(X=9.375,Y=14.0625,Z=4.6875) 10 | DamageEffect=None 11 | } 12 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/DExplosion.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // DExplosion. 3 | //============================================================================= 4 | class DExplosion expands Effects; 5 | 6 | #exec TEXTURE IMPORT NAME=ExplosionPal FILE=textures\exppal.pcx GROUP=Effects 7 | #exec OBJ LOAD FILE=textures\deburst.utx PACKAGE=Unreal.DBEffect 8 | 9 | defaultproperties 10 | { 11 | DrawType=DT_Sprite 12 | Style=STY_Translucent 13 | Texture=Unreal.DBEffect.de_A00 14 | Skin=Unreal.ExplosionPal 15 | bUnlit=True 16 | bMeshCurvy=False 17 | LightType=LT_TexturePaletteOnce 18 | LightEffect=LE_NonIncidence 19 | LightRadius=8 20 | Physics=PHYS_None 21 | LifeSpan=+00000.500000 22 | RemoteRole=ROLE_SimulatedProxy 23 | } 24 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/DKmaplist.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // DKmaplist. 3 | // 4 | //============================================================================= 5 | class DKmaplist expands MapList 6 | config; 7 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/DMmaplist.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // DMmaplist. 3 | // 4 | //============================================================================= 5 | class DMmaplist expands MapList 6 | config; 7 | 8 | defaultproperties 9 | { 10 | Maps(0)="DMariza.unr" 11 | Maps(1)="DMcurse.unr" 12 | Maps(2)="DMDeck16.unr" 13 | Maps(3)="DMElsinore.unr" 14 | Maps(4)="DMHealPod.unr" 15 | Maps(5)="DMtundra.unr" 16 | Maps(6)="DMRadikus.unr" 17 | Maps(7)="DMMorbias.unr" 18 | } 19 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/DarkMatch.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // DarkMatch. 3 | //============================================================================= 4 | class DarkMatch expands DeathMatchGame; 5 | 6 | function AddDefaultInventory(pawn aPlayer) 7 | { 8 | local SearchLight s; 9 | 10 | Super.AddDefaultInventory(aPlayer); 11 | 12 | //spawn a searchlight 13 | if ( aPlayer.IsA('Spectator') 14 | || aPlayer.FindInventoryType(class'SearchLight') != None ) 15 | return; 16 | s = Spawn(class'SearchLight',,, Location); 17 | if (s != None) 18 | { 19 | s.bHeldItem = true; 20 | s.GiveTo( aPlayer ); 21 | s.Activate(); 22 | aPlayer.SelectedItem = s; 23 | } 24 | } 25 | 26 | defaultproperties 27 | { 28 | MapPrefix="DK" 29 | MapListType=DKmaplist 30 | } 31 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/DeadBodySwarm.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // DeadBodySwarm. 3 | //============================================================================= 4 | class DeadBodySwarm expands HorseFlySwarm; 5 | 6 | auto state buzzing 7 | { 8 | ignores EnemyNotVisible; 9 | 10 | function SpawnFly() 11 | { 12 | if ( swarmsize > 0 ) 13 | { 14 | swarmsize--; 15 | spawn(class 'horsefly',self,'', Location + VRand() * CollisionRadius); 16 | } 17 | if ( swarmsize > 0 ) 18 | SetTimer(5.0 * FRand(), false); 19 | } 20 | 21 | function Timer() 22 | { 23 | SpawnFly(); 24 | } 25 | 26 | function SeePlayer(Actor SeenPlayer) 27 | { 28 | SpawnFly(); 29 | Disable('SeePlayer'); 30 | } 31 | } 32 | 33 | defaultproperties 34 | { 35 | bOnlyIfEnemy=false 36 | } 37 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Decapitated.uc: -------------------------------------------------------------------------------- 1 | class Decapitated expands UnrealDamageType 2 | abstract; 3 | 4 | defaultproperties 5 | { 6 | name="decapitated" 7 | altname="beheaded" 8 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/DefaultBurstAlt.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // DefaultBurstAlt. 3 | //============================================================================= 4 | class DefaultBurstAlt expands DefaultBurst; 5 | 6 | simulated function Timer() 7 | { 8 | local actor a; 9 | a = Spawn(class'RingExplosion'); 10 | a.RemoteRole = ROLE_None; 11 | } 12 | 13 | simulated Function PostBeginPlay() 14 | { 15 | if ( Level.NetMode != NM_DedicatedServer ) 16 | { 17 | SetTimer(0.05,False); 18 | PlaySound (EffectSound1,,3.0); 19 | } 20 | Super.PostBeginPlay(); 21 | } 22 | 23 | defaultproperties 24 | { 25 | } 26 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/DistanceLightning.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // DistanceLightning. 3 | //============================================================================= 4 | class DistanceLightning expands Light; 5 | 6 | function BeginPlay() 7 | { 8 | SetTimer(5+FRand()*10,False); 9 | LightType = LT_None; 10 | } 11 | 12 | function Timer() 13 | { 14 | if (LightType == LT_Flicker) 15 | { 16 | LightType = LT_None; 17 | SetTimer(9+FRand()*20,False); 18 | } 19 | else 20 | { 21 | LightType = LT_Flicker; 22 | SetTimer(0.4+FRand()*0.05,False); 23 | } 24 | } 25 | 26 | defaultproperties 27 | { 28 | bStatic=False 29 | LightType=LT_Flicker 30 | LightBrightness=255 31 | LightRadius=56 32 | LightPeriod=128 33 | LightPhase=32 34 | Class=Unreal.DistanceLightning 35 | } 36 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Drowned.uc: -------------------------------------------------------------------------------- 1 | class Drowned expands UnrealDamageType 2 | localized 3 | abstract; 4 | 5 | defaultproperties 6 | { 7 | name="drowned" 8 | altname="drowned" 9 | ViewFog=(X=15.625,Y=23.438,Z=23.438) 10 | ViewFlash=-0.0195 11 | DamageEffect=None 12 | } 13 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/EffectLight.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // EffectLight. 3 | //============================================================================= 4 | class EffectLight expands WeaponLight; 5 | 6 | #exec TEXTURE IMPORT NAME=BlueLightPal3 FILE=textures\expal4.pcx GROUP=Effects 7 | 8 | defaultproperties 9 | { 10 | Skin=Unreal.BlueLightPal3 11 | LightRadius=2 12 | LifeSpan=+00000.500000 13 | } 14 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/EndGame.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // EndGame. 3 | //============================================================================= 4 | class EndGame expands UnrealGameInfo; 5 | 6 | event AcceptInventory(pawn PlayerPawn) 7 | { 8 | local inventory Inv; 9 | 10 | // accept no inventory 11 | for ( Inv=PlayerPawn.Inventory; Inv!=None; Inv=Inv.Inventory ) 12 | Inv.Destroy(); 13 | } 14 | 15 | 16 | function PlayTeleportEffect( actor Incoming, bool bOut, bool bSound) 17 | { 18 | } 19 | 20 | defaultproperties 21 | { 22 | DefaultWeapon=None 23 | HUDType=Class'Unreal.EndgameHud' 24 | } 25 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/EntryGameInfo.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // EntryGameInfo. 3 | // 4 | //============================================================================= 5 | class EntryGameInfo expands UnrealGameInfo 6 | localized 7 | config; 8 | 9 | defaultproperties 10 | { 11 | bHumansOnly=false 12 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/FavoritesTeleporter.uc: -------------------------------------------------------------------------------- 1 | ///============================================================================= 2 | // Contains a configurable list of favorite destinations (as an internet starting point) 3 | //============================================================================= 4 | class FavoritesTeleporter expands Teleporter; 5 | 6 | var() byte FavoriteNumber; 7 | 8 | function PostBeginPlay() 9 | { 10 | local class MenuClass; 11 | local UnrealFavoritesMenu TempM; 12 | 13 | MenuClass = class(DynamicLoadObject("Unreal.UnrealFavoritesMenu", class'Class')); 14 | TempM = UnrealFavoritesMenu(spawn(MenuClass)); 15 | // FIXME (Help TIm?) 16 | //if ( FavoriteNumber < 12 ) 17 | // URL = TempM.Favorites[FavoriteNumber]; 18 | Super.PostBeginPlay(); 19 | } 20 | 21 | defaultproperties 22 | { 23 | } 24 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/FearSpot.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // FearSpot. 3 | // Creatures will tend to back away when entering this spot 4 | // To be effective, there should also not be any paths going through the area 5 | //============================================================================= 6 | class FearSpot expands Triggers; 7 | 8 | var() bool bInitiallyActive; 9 | 10 | function Touch( actor Other ) 11 | { 12 | if ( bInitiallyActive && Other.IsA('ScriptedPawn') ) 13 | ScriptedPawn(Other).FearThisSpot(self); 14 | } 15 | 16 | function Trigger( actor Other, pawn EventInstigator ) 17 | { 18 | bInitiallyActive = !bInitiallyActive; 19 | } 20 | 21 | defaultproperties 22 | { 23 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/Fell.uc: -------------------------------------------------------------------------------- 1 | class Fell expands UnrealDamageType 2 | localized 3 | abstract; 4 | 5 | defaultproperties 6 | { 7 | name="fell" 8 | altname="fell" 9 | DamageEffect=None 10 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/FemaleHead.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // FemaleHead. 3 | //============================================================================= 4 | class FemaleHead expands PlayerChunks; 5 | 6 | 7 | #exec MESH IMPORT MESH=FemHead1 ANIVFILE=MODELS\g_f2h_a.3D DATAFILE=MODELS\g_f2h_d.3D X=0 Y=0 Z=0 8 | #exec MESH ORIGIN MESH=FemHead1 X=0 Y=0 Z=0 YAW=64 9 | #exec MESH SEQUENCE MESH=FemHead1 SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=FemHead1 SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | #exec TEXTURE IMPORT NAME=Jf2h1 FILE=MODELS\g_f2h.PCX GROUP=Skins 12 | #exec MESHMAP SCALE MESHMAP=FemHead1 X=0.07 Y=0.07 Z=0.14 13 | #exec MESHMAP SETTEXTURE MESHMAP=FemHead1 NUM=1 TEXTURE=Jf2h1 14 | 15 | defaultproperties 16 | { 17 | Mesh=Unreal.FemHead1 18 | Class=Unreal.FemaleHead 19 | } 20 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/FemaleOneBot.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // FemaleOneBot. 3 | //============================================================================= 4 | class FemaleOneBot expands FemaleBot; 5 | 6 | function ForceMeshToExist() 7 | { 8 | Spawn(class'FemaleOne'); 9 | } 10 | 11 | defaultproperties 12 | { 13 | Mesh=Female1 14 | CarcassType=FemaleOneCarcass 15 | } 16 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/FemaleOneCarcass.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // FemaleOneCarcass. 3 | // DO NOT USE THESE AS DECORATIONS 4 | //============================================================================= 5 | class FemaleOneCarcass expands FemaleBody; 6 | 7 | function ForceMeshToExist() 8 | { 9 | //never called 10 | Spawn(class 'FemaleOne'); 11 | } 12 | 13 | defaultproperties 14 | { 15 | Mesh=Mesh'Unreal.Female1' 16 | AnimSequence=Dead1 17 | Physics=PHYS_Falling 18 | bBlockActors=true 19 | bBlockPlayers=true 20 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/FemaleTwoBot.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // FemaleTwoBot. 3 | //============================================================================= 4 | class FemaleTwoBot expands FemaleBot; 5 | 6 | function ForceMeshToExist() 7 | { 8 | Spawn(class'FemaleTwo'); 9 | } 10 | 11 | 12 | defaultproperties 13 | { 14 | Mesh=Female2 15 | CarcassType=FemaleTwoCarcass 16 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/FemaleTwoCarcass.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // FemaleTwoCarcass. 3 | // DO NOT USE THESE AS DECORATIONS 4 | //============================================================================= 5 | class FemaleTwoCarcass expands Female2Body; 6 | 7 | function ForceMeshToExist() 8 | { 9 | //never called 10 | Spawn(class 'FemaleTwo'); 11 | } 12 | 13 | defaultproperties 14 | { 15 | Mesh=Mesh'Unreal.Female2' 16 | AnimSequence=Dead1 17 | Physics=PHYS_Falling 18 | bBlockActors=true 19 | bBlockPlayers=true 20 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/Flag2.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Flag2. 3 | //============================================================================= 4 | class Flag2 expands Decoration; 5 | 6 | #exec MESH IMPORT MESH=Flag2M ANIVFILE=MODELS\flag2_a.3D DATAFILE=MODELS\flag2_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Flag2M X=0 Y=100 Z=-120 YAW=64 8 | 9 | #exec MESH SEQUENCE MESH=flag2M SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=flag2M SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | 12 | #exec TEXTURE IMPORT NAME=JFlag21 FILE=MODELS\flag2.PCX GROUP=Skins FLAGS=2 13 | #exec MESHMAP SCALE MESHMAP=flag2M X=0.1 Y=0.1 Z=0.2 14 | #exec MESHMAP SETTEXTURE MESHMAP=flag2 NUM=1 TEXTURE=Jflag21 15 | 16 | defaultproperties 17 | { 18 | DrawType=DT_Mesh 19 | Mesh=Flag2M 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Flag3.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Flag3. 3 | //============================================================================= 4 | class Flag3 expands Decoration; 5 | 6 | #exec MESH IMPORT MESH=Flag3M ANIVFILE=MODELS\flag3_a.3D DATAFILE=MODELS\flag3_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Flag3M X=0 Y=100 Z=-120 YAW=64 8 | 9 | #exec MESH SEQUENCE MESH=flag3M SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=flag3M SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | 12 | #exec TEXTURE IMPORT NAME=JFlag31 FILE=MODELS\flag3.PCX GROUP=Skins FLAGS=2 13 | #exec MESHMAP SCALE MESHMAP=flag3M X=0.1 Y=0.1 Z=0.2 14 | #exec MESHMAP SETTEXTURE MESHMAP=flag3M NUM=1 TEXTURE=Jflag31 15 | 16 | defaultproperties 17 | { 18 | DrawType=DT_Mesh 19 | Mesh=Flag3M 20 | Physics=PHYS_Walking 21 | } 22 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Flagb.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Flagb. 3 | //============================================================================= 4 | class Flagb expands Flag1; 5 | 6 | defaultproperties 7 | { 8 | Texture=Unreal.JFlag12 9 | Skin=Unreal.JFlag12 10 | } 11 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Flame.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Flame. 3 | //============================================================================= 4 | class Flame expands Effects; 5 | 6 | #exec MESH IMPORT MESH=FlameM ANIVFILE=MODELS\Flame_a.3D DATAFILE=MODELS\Flame_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=FlameM X=0 Y=0 Z=0 YAW=-64 8 | #exec MESH SEQUENCE MESH=FlameM SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | 10 | #exec MESHMAP SCALE MESHMAP=FlameM X=0.3 Y=0.3 Z=0.6 YAW=128 11 | #exec OBJ LOAD FILE=Textures\fireeffect28.utx PACKAGE=Unreal.Effect28 12 | #exec MESHMAP SETTEXTURE MESHMAP=FlameM NUM=0 TEXTURE=Unreal.Effect28.FireEffect28 13 | #exec MESHMAP SETTEXTURE MESHMAP=FlameM NUM=1 TEXTURE=Unreal.Effect28.FireEffect28a 14 | 15 | defaultproperties 16 | { 17 | DrawType=DT_Mesh 18 | bUnlit=True 19 | bMeshCurvy=False 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/FlashLightBeam.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // FlashLightBeam. 3 | //============================================================================= 4 | class FlashLightBeam expands Light; 5 | 6 | function BeginPlay() 7 | { 8 | SetTimer(1.0,True); 9 | } 10 | 11 | function Timer() 12 | { 13 | MakeNoise(0.3); 14 | } 15 | 16 | defaultproperties 17 | { 18 | bStatic=False 19 | bNoDelete=False 20 | bMovable=True 21 | bMeshCurvy=False 22 | LightEffect=LE_NonIncidence 23 | LightBrightness=250 24 | LightHue=32 25 | LightSaturation=142 26 | LightRadius=7 27 | LightPeriod=0 28 | } 29 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/FlockPawn.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // FlockPawn. 3 | //============================================================================= 4 | class FlockPawn expands Pawn; 5 | 6 | defaultproperties 7 | { 8 | Land=Land1 9 | Mass=+00005.000000 10 | bForceStasis=true 11 | } 12 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/FlyCarcass.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // FlyCarcass. 3 | //============================================================================= 4 | class FlyCarcass expands CreatureCarcass; 5 | 6 | function CreateReplacement() 7 | { 8 | if (Bugs != None) 9 | Bugs.Destroy(); 10 | } 11 | 12 | function ClientExtraChunks() 13 | { 14 | Spawn(class 'BloodBurst'); 15 | } 16 | 17 | function ForceMeshToExist() 18 | { 19 | //never called 20 | Spawn(class 'Fly'); 21 | } 22 | 23 | defaultproperties 24 | { 25 | Mesh=FlyM 26 | Mass=+00100.000000 27 | Buoyancy=+00099.000000 28 | } 29 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/GiantManta.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // GiantManta. 3 | //============================================================================= 4 | class GiantManta expands Manta; 5 | 6 | //FIXME - louder wingbeats, etc. 7 | 8 | defaultproperties 9 | { 10 | StingDamage=40 11 | WhipDamage=40 12 | Health=400 13 | bAttackBump=True 14 | SightRadius=+02000.000000 15 | MeleeRange=+00075.000000 16 | AirSpeed=+00500.000000 17 | AccelRate=+00850.000000 18 | CombatStyle=+00001.000000 19 | DrawScale=+00002.860000 20 | CollisionRadius=+00090.000000 21 | CollisionHeight=+00046.000000 22 | } 23 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/GreenBloodPuff.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // GreenBloodPuff. 3 | //============================================================================= 4 | class GreenBloodPuff expands GreenSmokePuff; 5 | 6 | defaultproperties 7 | { 8 | RisingRate=-50.0 9 | bHighDetail=true 10 | LifeSpan=0.500000 11 | } 12 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/GreenBook.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // GreenBook. 3 | //============================================================================= 4 | class GreenBook expands Book; 5 | 6 | defaultproperties 7 | { 8 | Skin=Unreal.JBook3 9 | } 10 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/GuardPoint.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // GuardPoint. 3 | //============================================================================= 4 | class GuardPoint expands Keypoint; 5 | 6 | defaultproperties 7 | { 8 | bStatic=False 9 | } 10 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/IceSkaarj.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // IceSkaarj. 3 | //============================================================================= 4 | class IceSkaarj expands SkaarjWarrior; 5 | 6 | #exec TEXTURE IMPORT NAME=Skaarjw3 FILE=MODELS\Skar3.PCX GROUP=Skins 7 | 8 | defaultproperties 9 | { 10 | Skin=Skaarjw3 11 | ReducedDamageType=Frozen 12 | ReducedDamagePct=+00001.000000 13 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/Knife.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Knife. 3 | //============================================================================= 4 | class Knife expands Decoration; 5 | 6 | 7 | #exec MESH IMPORT MESH=KnifeM ANIVFILE=MODELS\Knife_a.3D DATAFILE=MODELS\Knife_d.3D X=0 Y=0 Z=0 8 | #exec MESH ORIGIN MESH=KnifeM X=0 Y=0 Z=0 PITCH=-64 9 | #exec MESH SEQUENCE MESH=KnifeM SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=KnifeM SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | #exec TEXTURE IMPORT NAME=JLantern1 FILE=MODELS\LNTR.pcx GROUP=Skins FLAGS=2 12 | #exec MESHMAP SCALE MESHMAP=KnifeM X=0.03 Y=0.03 Z=0.06 13 | #exec MESHMAP SETTEXTURE MESHMAP=KnifeM NUM=1 TEXTURE=JLantern1 14 | 15 | defaultproperties 16 | { 17 | DrawType=DT_Mesh 18 | Mesh=KnifeM 19 | bMeshCurvy=False 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/LavaZone.uc: -------------------------------------------------------------------------------- 1 | class LavaZone expands ZoneInfo; 2 | 3 | #exec AUDIO IMPORT FILE="Sounds\Generic\GoopE1.WAV" NAME="LavaEx" GROUP="Generic" 4 | #exec AUDIO IMPORT FILE="Sounds\Generic\GoopJ1.WAV" NAME="LavaEn" GROUP="Generic" 5 | //#exec AUDIO IMPORT FILE="Sounds\Generic\uLava1.WAV" NAME="InLava" GROUP="Generic" 6 | // AmbientSound=InLava 7 | 8 | defaultproperties 9 | { 10 | DamagePerSec=40 11 | DamageType=Burned 12 | bPainZone=True 13 | bWaterZone=True 14 | bDestructive=True 15 | ViewFog=(X=0.5859375,Y=0.1953125,Z=0.078125) 16 | EntryActor=Unreal.FlameExplosion 17 | ExitActor=Unreal.FlameExplosion 18 | EntrySound=Unreal.LavaEn 19 | ExitSound=Unreal.LavaEx 20 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/Leg1.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Leg1. 3 | //============================================================================= 4 | class Leg1 expands PlayerChunks; 5 | 6 | 7 | #exec MESH IMPORT MESH=leg1M ANIVFILE=MODELS\g_leg1_a.3D DATAFILE=MODELS\g_leg1_d.3D X=0 Y=0 Z=0 8 | #exec MESH ORIGIN MESH=leg1M X=0 Y=0 Z=-160 YAW=64 9 | #exec MESH SEQUENCE MESH=leg1M SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=leg1M SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | #exec TEXTURE IMPORT NAME=Jleg11 FILE=MODELS\g_leg.PCX GROUP=Skins FLAGS=2 12 | #exec MESHMAP SCALE MESHMAP=leg1M X=0.05 Y=0.05 Z=0.1 13 | #exec MESHMAP SETTEXTURE MESHMAP=leg1M NUM=1 TEXTURE=Jleg11 14 | defaultproperties 15 | { 16 | Mesh=Leg1M 17 | CollisionRadius=+00025.000000 18 | CollisionHeight=+00006.000000 19 | } 20 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/LesserBruteCarcass.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // LesserBruteCarcass. 3 | //============================================================================= 4 | class LesserBruteCarcass expands BruteCarcass; 5 | 6 | defaultproperties 7 | { 8 | Mass=+00300.000000 9 | Buoyancy=+00290.000000 10 | DrawScale=+00000.800000 11 | CollisionRadius=+00042.000000 12 | CollisionHeight=+00042.000000 13 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/Liver.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Liver. 3 | //============================================================================= 4 | class Liver expands PlayerChunks; 5 | 6 | #exec MESH IMPORT MESH=LiverM ANIVFILE=MODELS\g_gut1_a.3D DATAFILE=MODELS\g_gut1_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=LiverM X=0 Y=0 Z=0 YAW=64 8 | #exec MESH SEQUENCE MESH=LiverM SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=LiverM SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=Jparts1 FILE=MODELS\g_parts.PCX GROUP=Skins 11 | #exec MESHMAP SCALE MESHMAP=LiverM X=0.02 Y=0.02 Z=0.04 12 | #exec MESHMAP SETTEXTURE MESHMAP=LiverM NUM=1 TEXTURE=Jparts1 13 | defaultproperties 14 | { 15 | Mesh=LiverM 16 | CollisionRadius=+00005.000000 17 | CollisionHeight=+00003.000000 18 | } 19 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/MakeNaliFriendly.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // MakeNaliFriendly 3 | // makes all fearful Nali friendly again. 4 | // Use this when player "helps" nali, to make up for earlier killing one 5 | // "accidentally" 6 | //============================================================================= 7 | class MakeNaliFriendly expands Keypoint; 8 | 9 | function Trigger(actor Other, pawn EventInstigator) 10 | { 11 | local Pawn aPawn; 12 | 13 | if ( EventInstigator.bIsPlayer ) 14 | { 15 | aPawn = Level.PawnList; 16 | while ( aPawn != None ) 17 | { 18 | if ( aPawn.IsA('Nali') ) 19 | aPawn.AttitudeToPlayer = ATTITUDE_Friendly; 20 | aPawn = aPawn.NextPawn; 21 | } 22 | } 23 | } 24 | 25 | defaultproperties 26 | { 27 | bCollideActors=true 28 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/MaleHead.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // MaleHead. 3 | //============================================================================= 4 | class MaleHead expands PlayerChunks; 5 | 6 | 7 | #exec MESH IMPORT MESH=Male1Head ANIVFILE=MODELS\g_m1h_a.3D DATAFILE=MODELS\g_m1h_d.3D X=0 Y=0 Z=0 8 | #exec MESH ORIGIN MESH=Male1Head X=0 Y=0 Z=0 YAW=64 9 | #exec MESH SEQUENCE MESH=Male1Head SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=Male1Head SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | #exec TEXTURE IMPORT NAME=Jm1h FILE=MODELS\g_m1h.PCX GROUP=Skins 12 | #exec MESHMAP SCALE MESHMAP=Male1Head X=0.07 Y=0.07 Z=0.14 13 | #exec MESHMAP SETTEXTURE MESHMAP=Male1Head NUM=1 TEXTURE=Jm1h 14 | 15 | defaultproperties 16 | { 17 | Mesh=Unreal.Male1Head 18 | Class=Unreal.MaleHead 19 | } 20 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/MaleOneCarcass.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // MaleOneCarcass. 3 | // DO NOT USE THESE AS DECORATIONS 4 | //============================================================================= 5 | class MaleOneCarcass expands MaleBody; 6 | 7 | function ForceMeshToExist() 8 | { 9 | //never called 10 | Spawn(class 'MaleOne'); 11 | } 12 | 13 | defaultproperties 14 | { 15 | Mesh=Mesh'Unreal.Male1' 16 | AnimSequence=Dead1 17 | Physics=PHYS_Falling 18 | bBlockActors=true 19 | bBlockPlayers=true 20 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/MaleThreeBot.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // MaleThreeBot. 3 | //============================================================================= 4 | class MaleThreeBot expands MaleBot; 5 | 6 | #exec AUDIO IMPORT FILE="Sounds\male\jump11.WAV" NAME="MJump3" GROUP="Male" 7 | #exec AUDIO IMPORT FILE="Sounds\male\land12.WAV" NAME="MLand3" GROUP="Male" 8 | 9 | function ForceMeshToExist() 10 | { 11 | Spawn(class'MaleThree'); 12 | } 13 | 14 | 15 | defaultproperties 16 | { 17 | Mesh=Male3 18 | JumpSound=MJump3 19 | LandGrunt=MLand3 20 | CarcassType=MaleThreeCarcass 21 | } 22 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/MaleThreeCarcass.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // MaleThreeCarcass. 3 | // DO NOT USE THESE AS DECORATIONS 4 | //============================================================================= 5 | class MaleThreeCarcass expands MaleBodyThree; 6 | 7 | function ForceMeshToExist() 8 | { 9 | //never called 10 | Spawn(class 'MaleThree'); 11 | } 12 | 13 | defaultproperties 14 | { 15 | Mesh=Mesh'Unreal.Male3' 16 | AnimSequence=Dead1 17 | Physics=PHYS_Falling 18 | bBlockActors=true 19 | bBlockPlayers=true 20 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/MaleTwoBot.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // MaleTwoBot. 3 | //============================================================================= 4 | class MaleTwoBot expands MaleBot; 5 | 6 | #exec AUDIO IMPORT FILE="Sounds\male\jump10.WAV" NAME="MJump2" GROUP="Male" 7 | #exec AUDIO IMPORT FILE="Sounds\male\land10.WAV" NAME="MLand2" GROUP="Male" 8 | 9 | function ForceMeshToExist() 10 | { 11 | Spawn(class'MaleTwo'); 12 | } 13 | 14 | 15 | defaultproperties 16 | { 17 | Mesh=Male2 18 | JumpSound=MJump2 19 | LandGrunt=MLand2 20 | CarcassType=MaleTwoCarcass 21 | } 22 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/MaleTwoCarcass.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // MaleTwoCarcass. 3 | // DO NOT USE THESE AS DECORATIONS 4 | //============================================================================= 5 | class MaleTwoCarcass expands MaleBodyTwo; 6 | 7 | function ForceMeshToExist() 8 | { 9 | //never called 10 | Spawn(class 'MaleTwo'); 11 | } 12 | 13 | defaultproperties 14 | { 15 | Mesh=Mesh'Unreal.Male2' 16 | AnimSequence=Dead1 17 | Physics=PHYS_Falling 18 | bBlockActors=true 19 | bBlockPlayers=true 20 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/MedWoodBox.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // MedWoodBox. 3 | //============================================================================= 4 | class MedWoodBox expands WoodenBox; 5 | 6 | defaultproperties 7 | { 8 | Health=15 9 | FragChunks=8 10 | Fragsize=1.000000 11 | DrawScale=0.700000 12 | CollisionRadius=20.299999 13 | CollisionHeight=18.200001 14 | Mass=30.000000 15 | } 16 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/MercFlare.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // MercFlare. 3 | //============================================================================= 4 | class MercFlare expands Effects; 5 | 6 | #exec TEXTURE IMPORT NAME=RocketFlare FILE=MODELS\rflare.pcx GROUP=Effects 7 | 8 | 9 | defaultproperties 10 | { 11 | LightType=LT_Steady 12 | LightPeriod=32 13 | LightCone=128 14 | VolumeBrightness=64 15 | VolumeRadius=0 16 | bStatic=False 17 | bNoDelete=False 18 | DrawType=DT_Sprite 19 | Style=STY_Translucent 20 | DrawScale=+00000.750000 21 | LightBrightness=250 22 | LightHue=28 23 | LightSaturation=32 24 | LightRadius=30 25 | bActorShadows=True 26 | bUnlit=True 27 | Texture=Unreal.RocketFlare 28 | LifeSpan=+00000.100000 29 | Physics=PHYS_None 30 | } 31 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/MercRocket.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // MercRocket. 3 | //============================================================================= 4 | class MercRocket expands BruteProjectile; 5 | 6 | defaultproperties 7 | { 8 | MomentumTransfer=30000 9 | SoundRadius=58 10 | SoundVolume=204 11 | Class=Unreal.MercRocket 12 | } 13 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/MercenaryElite.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // MercenaryElite. 3 | //============================================================================= 4 | class MercenaryElite expands Mercenary; 5 | 6 | #exec TEXTURE IMPORT NAME=JMerc2 FILE=MODELS\Merc2.PCX GROUP=Skins 7 | 8 | defaultproperties 9 | { 10 | PunchDamage=25 11 | bCanFireWhileInvulnerable=True 12 | Health=240 13 | Skill=+00001.000000 14 | Skin=Unreal.JMerc2 15 | Class=Unreal.MercenaryElite 16 | } 17 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Moon2.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Moon2. 3 | //============================================================================= 4 | class Moon2 expands Moon; 5 | 6 | #exec TEXTURE IMPORT NAME=MoonTwo FILE=MODELS\moon2.pcx GROUP=Skins 7 | 8 | defaultproperties 9 | { 10 | Skin=Unreal.MoonTwo 11 | DrawScale=+00001.000000 12 | RotationRate=(Pitch=300,Yaw=-1000) 13 | DesiredRotation=(Pitch=300,Yaw=-1000) 14 | } 15 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/NaliPriest.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // NaliPriest. 3 | //============================================================================= 4 | class NaliPriest expands Nali; 5 | 6 | #exec TEXTURE IMPORT NAME=JNali2 FILE=MODELS\nali2.PCX GROUP=Skins 7 | 8 | defaultproperties 9 | { 10 | Skin=JNali2 11 | } 12 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/NaliStatue.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // NaliStatue. 3 | //============================================================================= 4 | class NaliStatue expands MonkStatue; 5 | 6 | #exec MESH IMPORT MESH=NaliStatueM ANIVFILE=MODELS\statue_a.3D DATAFILE=MODELS\statue_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=NaliStatueM X=0 Y=0 Z=0 YAW=0 8 | #exec MESH SEQUENCE MESH=NaliStatueM SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=NaliStatueM SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=JNaliStatue1 FILE=MODELS\nstatue.PCX GROUP="Skins" 11 | #exec MESHMAP SCALE MESHMAP=NaliStatueM X=0.09 Y=0.09 Z=0.18 12 | #exec MESHMAP SETTEXTURE MESHMAP=NaliStatueM NUM=1 TEXTURE=JNaliStatue1 13 | 14 | defaultproperties 15 | { 16 | Mesh=Mesh'Unreal.NaliStatueM' 17 | } 18 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/NullAmmo.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // NullAmmo. 3 | //============================================================================= 4 | class NullAmmo expands Ammo; 5 | 6 | defaultproperties 7 | { 8 | AmmoAmount=1 9 | MaxAmmo=1 10 | } 11 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/OKMenu.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // OKMenu 3 | //============================================================================= 4 | class OKMenu expands InfoMenu 5 | localized; 6 | 7 | var localized string[32] OKString; 8 | 9 | function ProcessResponse() 10 | { 11 | //process 12 | 13 | ExitMenu(); 14 | } 15 | 16 | function DrawResponse(canvas Canvas) 17 | { 18 | Canvas.SetPos(100,84); 19 | Canvas.DrawText(OKString, False); 20 | } 21 | 22 | function bool ProcessYes() 23 | { 24 | ProcessResponse(); 25 | return true; 26 | } 27 | 28 | function bool ProcessSelection() 29 | { 30 | ProcessResponse(); 31 | return true; 32 | } 33 | 34 | defaultproperties 35 | { 36 | OKString="[OK]" 37 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/OverHeatLight.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // OverHeatLight. 3 | //============================================================================= 4 | class OverHeatLight expands Light; 5 | 6 | defaultproperties 7 | { 8 | bStatic=False 9 | bNoDelete=False 10 | LightBrightness=0 11 | LightSaturation=0 12 | LightRadius=3 13 | LifeSpan=+00020.000000 14 | RemoteRole=ROLE_SimulatedProxy 15 | } 16 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/ParticleBurst2.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // ParticleBurst2. 3 | //============================================================================= 4 | class ParticleBurst2 expands ParticleBurst; 5 | 6 | #exec TEXTURE IMPORT NAME=T_PStar FILE=MODELS\star.pcx GROUP=Effects 7 | 8 | 9 | auto state Explode 10 | { 11 | simulated function Tick( float DeltaTime ) 12 | { 13 | ScaleGlow = (Lifespan/Default.Lifespan); 14 | } 15 | 16 | simulated function BeginState() 17 | { 18 | PlayAnim('Explo',0.15); 19 | } 20 | 21 | simulated function AnimEnd() 22 | { 23 | Destroy(); 24 | } 25 | } 26 | defaultproperties 27 | { 28 | Physics=PHYS_None 29 | bHighDetail=True 30 | LifeSpan=0.300000 31 | Texture=Texture'Unreal.Effects.T_PStar' 32 | DrawScale=0.350000 33 | RotationRate=(Pitch=0,Yaw=0,Roll=0) 34 | } 35 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/PathPoint.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // PathPoint. 3 | //============================================================================= 4 | class PathPoint expands Keypoint; 5 | 6 | var() int sequence_Number; // to order the points 7 | var() float curveSpeed; // how fast the object must move at this point (affects shape of path, not really speed) 8 | var() float speedU; // speed factor, a value of 1 will travel through the segment in 1 second, 0 stop, 2 in 1/2 second, etc.. 9 | var vector pVelocity; // calculated internally, the velocity at this point 10 | 11 | defaultproperties 12 | { 13 | } 14 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Plant6.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Plant6. 3 | //============================================================================= 4 | class Plant6 expands Decoration; 5 | 6 | 7 | #exec MESH IMPORT MESH=Plant6M ANIVFILE=MODELS\Plant6_a.3D DATAFILE=MODELS\Plant6_d.3D X=0 Y=0 Z=0 8 | #exec MESH ORIGIN MESH=Plant6M X=0 Y=0 Z=0 ROLL=-64 9 | #exec MESH SEQUENCE MESH=Plant6M SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=Plant6M SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | #exec TEXTURE IMPORT NAME=JPlant61 FILE=MODELS\Plnt2m.pcx GROUP=Skins FLAGS=2 12 | #exec MESHMAP SCALE MESHMAP=Plant6M X=0.05 Y=0.05 Z=0.1 13 | #exec MESHMAP SETTEXTURE MESHMAP=Plant6M NUM=1 TEXTURE=JPlant61 14 | 15 | defaultproperties 16 | { 17 | DrawType=DT_Mesh 18 | Mesh=Unreal.Plant6M 19 | bMeshCurvy=False 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Plant7.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Plant7. 3 | //============================================================================= 4 | class Plant7 expands Decoration; 5 | 6 | 7 | #exec MESH IMPORT MESH=Plant7M ANIVFILE=MODELS\Plant7_a.3D DATAFILE=MODELS\Plant7_d.3D X=0 Y=0 Z=0 8 | #exec MESH ORIGIN MESH=Plant7M X=0 Y=0 Z=0 ROLL=-64 9 | #exec MESH SEQUENCE MESH=Plant7M SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=Plant7M SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | #exec TEXTURE IMPORT NAME=JPlant61 FILE=MODELS\Plnt2m.pcx GROUP=Skins FLAGS=2 12 | #exec MESHMAP SCALE MESHMAP=Plant7M X=0.09 Y=0.09 Z=0.18 13 | #exec MESHMAP SETTEXTURE MESHMAP=Plant7M NUM=1 TEXTURE=JPlant61 14 | 15 | defaultproperties 16 | { 17 | DrawType=DT_Mesh 18 | Mesh=Unreal.Plant7M 19 | bMeshCurvy=False 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/PlayerChunks.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // PlayerChunks. 3 | //============================================================================= 4 | class PlayerChunks expands CreatureChunks; 5 | 6 | defaultproperties 7 | { 8 | TrailSize=+00000.500000 9 | Mass=+00020.000000 10 | Buoyancy=+00018.000000 11 | } 12 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Pottery0.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Pottery0. 3 | //============================================================================= 4 | class Pottery0 expands Vase; 5 | 6 | #exec MESH IMPORT MESH=Pottery0M ANIVFILE=MODELS\pot0_a.3D DATAFILE=MODELS\pot0_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Pottery0M X=0 Y=0 Z=80 YAW=64 8 | #exec MESH SEQUENCE MESH=Pottery0M SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=Pottery0M SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=JPottery01 FILE=MODELS\pot0.PCX GROUP=Skins 11 | #exec MESHMAP SCALE MESHMAP=Pottery0M X=0.1 Y=0.1 Z=0.2 12 | #exec MESHMAP SETTEXTURE MESHMAP=Pottery0M NUM=1 TEXTURE=JPottery01 13 | 14 | defaultproperties 15 | { 16 | Mesh=Pottery0M 17 | bMeshCurvy=False 18 | CollisionRadius=+00016.000000 19 | CollisionHeight=+00016.000000 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Pottery1.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Pottery1. 3 | //============================================================================= 4 | class Pottery1 expands Vase; 5 | 6 | #exec MESH IMPORT MESH=Pottery1M ANIVFILE=MODELS\pot1_a.3D DATAFILE=MODELS\pot1_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Pottery1M X=0 Y=0 Z=98 YAW=64 8 | #exec MESH SEQUENCE MESH=Pottery1M SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=Pottery1M SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=JPottery11 FILE=MODELS\pot1.PCX GROUP=Skins 11 | #exec MESHMAP SCALE MESHMAP=Pottery1M X=0.1 Y=0.1 Z=0.2 12 | #exec MESHMAP SETTEXTURE MESHMAP=Pottery1M NUM=1 TEXTURE=JPottery11 13 | 14 | defaultproperties 15 | { 16 | Mesh=Pottery1M 17 | bMeshCurvy=False 18 | CollisionRadius=+00014.000000 19 | CollisionHeight=+00019.500000 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Pottery2.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Pottery2. 3 | //============================================================================= 4 | class Pottery2 expands Vase; 5 | 6 | #exec MESH IMPORT MESH=Pottery2M ANIVFILE=MODELS\pot2_a.3D DATAFILE=MODELS\pot2_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Pottery2M X=0 Y=0 Z=110 YAW=64 8 | #exec MESH SEQUENCE MESH=Pottery2M SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=Pottery2M SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=JPottery21 FILE=MODELS\pot2.PCX GROUP=Skins 11 | #exec MESHMAP SCALE MESHMAP=Pottery2M X=0.1 Y=0.1 Z=0.2 12 | #exec MESHMAP SETTEXTURE MESHMAP=Pottery2M NUM=1 TEXTURE=JPottery21 13 | 14 | defaultproperties 15 | { 16 | Mesh=Pottery2M 17 | bMeshCurvy=False 18 | CollisionRadius=+00014.000000 19 | CollisionHeight=+00022.000000 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/PowerShield.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // PowerShield. 3 | //============================================================================= 4 | class PowerShield expands ShieldBelt; 5 | 6 | function Timer() 7 | { 8 | Charge-=1; 9 | if (Charge<0) Destroy(); 10 | } 11 | 12 | defaultproperties 13 | { 14 | PickupMessage="You got the PowerShield" 15 | RespawnTime=+00100.000000 16 | Charge=200 17 | CollisionRadius=+00030.000000 18 | CollisionHeight=+00030.000000 19 | } 20 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/PurpleLight.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // PurpleLight. 3 | //============================================================================= 4 | class PurpleLight expands WeaponLight; 5 | 6 | 7 | #exec TEXTURE IMPORT NAME=ExploPurple FILE=textures\expal5.pcx GROUP=Effects 8 | 9 | defaultproperties 10 | { 11 | Skin=Unreal.ExploPurple 12 | LifeSpan=+00001.000000 13 | } 14 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/QueenDest.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // QueenDest, teleport destination for queen 3 | //============================================================================= 4 | class QueenDest expands NavigationPoint; 5 | 6 | defaultproperties 7 | { 8 | CollisionRadius=+00090.000000 9 | CollisionHeight=+00106.000000 10 | } 11 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/QueenProjectile.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // QueenProjectile. 3 | //============================================================================= 4 | class QueenProjectile expands SkaarjProjectile; 5 | 6 | auto state Flying 7 | { 8 | function ProcessTouch (Actor Other, Vector HitLocation) 9 | { 10 | local vector momentum; 11 | 12 | if ( !Other.IsA('Queen') ) 13 | { 14 | momentum = 10000.0 * Normal(Velocity); 15 | Other.TakeDamage(Damage, instigator, HitLocation, momentum, 'zapped'); 16 | Destroy(); 17 | } 18 | } 19 | } 20 | 21 | defaultproperties 22 | { 23 | MaxSpeed=+02000.000000 24 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/QueenTeleportEffect.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // QueenTeleportEffect. 3 | //============================================================================= 4 | class QueenTeleportEffect expands PawnTeleportEffect; 5 | 6 | defaultproperties 7 | { 8 | DrawScale=3.000000 9 | LightHue=0 10 | LightSaturation=0 11 | LightRadius=22 12 | } 13 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/QueenTeleportLight.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // QueenTeleportLight. 3 | //============================================================================= 4 | class QueenTeleportLight expands Light; 5 | 6 | defaultproperties 7 | { 8 | bStatic=False 9 | bNetOptional=True 10 | bNoDelete=False 11 | bMovable=True 12 | RemoteRole=ROLE_SimulatedProxy 13 | LifeSpan=1.000000 14 | LightType=LT_Pulse 15 | LightEffect=LE_NonIncidence 16 | LightBrightness=255 17 | LightHue=0 18 | LightSaturation=0 19 | LightRadius=22 20 | RemoteRole=ROLE_SimulatedProxy 21 | } 22 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/RingExplosion3.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // RingExplosion3. 3 | //============================================================================= 4 | class RingExplosion3 expands RingExplosion; 5 | 6 | 7 | #exec OBJ LOAD FILE=Textures\fireeffect55.utx PACKAGE=Unreal.Effect55 8 | 9 | simulated function PostBeginPlay() 10 | { 11 | if ( Level.NetMode != NM_DedicatedServer ) 12 | { 13 | SetTimer(0.3, false); 14 | SpawnEffects(); 15 | } 16 | } 17 | 18 | simulated function Timer() 19 | { 20 | PlayAnim ( 'Explosion', 0.125 ); 21 | } 22 | 23 | defaultproperties 24 | { 25 | Skin=Unreal.Effect55.fireeffect55 26 | DrawScale=+00001.250000 27 | } 28 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/RisingSpriteSmokePuff.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // RisingSpriteSmokePuff. 3 | //============================================================================= 4 | class RisingSpriteSmokePuff expands SpriteSmokePuff; 5 | 6 | defaultproperties 7 | { 8 | RisingRate=80.000000 9 | Pause=0.080000 10 | DrawScale=2.000000 11 | } 12 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/RotatingMover.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // RotatingMover. 3 | //============================================================================= 4 | class RotatingMover expands Mover; 5 | 6 | var() rotator RotateRate; 7 | 8 | function BeginPlay() 9 | { 10 | Disable( 'Tick' ); 11 | } 12 | 13 | function Tick( float DeltaTime ) 14 | { 15 | SetRotation( Rotation + (RotateRate*DeltaTime) ); 16 | } 17 | 18 | function Trigger( Actor other, Pawn EventInstigator ) 19 | { 20 | Enable('Tick'); 21 | } 22 | 23 | function UnTrigger( Actor other, Pawn EventInstigator ) 24 | { 25 | Disable('Tick'); 26 | } 27 | 28 | defaultproperties 29 | { 30 | } 31 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SightLight.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SightLight. 3 | //============================================================================= 4 | class SightLight expands Light; 5 | 6 | defaultproperties 7 | { 8 | bStatic=False 9 | bNoDelete=False 10 | LightBrightness=104 11 | LightHue=107 12 | LightSaturation=63 13 | LightRadius=4 14 | bActorShadows=True 15 | LifeSpan=+00000.500000 16 | bMovable=True 17 | } 18 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Sign1.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Sign1. 3 | //============================================================================= 4 | class Sign1 expands Decoration; 5 | 6 | #exec MESH IMPORT MESH=Sign1M ANIVFILE=MODELS\sign1_a.3D DATAFILE=MODELS\sign1_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Sign1M X=0 Y=100 Z=-120 YAW=64 8 | 9 | #exec MESH SEQUENCE MESH=sign1M SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=sign1M SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | 12 | #exec TEXTURE IMPORT NAME=JSign11 FILE=MODELS\sign1.PCX GROUP=Skins FLAGS=2 13 | 14 | #exec MESHMAP SCALE MESHMAP=sign1M X=0.1 Y=0.1 Z=0.2 15 | 16 | #exec MESHMAP SETTEXTURE MESHMAP=sign1M NUM=1 TEXTURE=Jsign11 17 | defaultproperties 18 | { 19 | DrawType=DT_Mesh 20 | Mesh=Sign1M 21 | bProjTarget=True 22 | } 23 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SilentBallExplosion.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SilentBallExplosion. 3 | //============================================================================= 4 | class SilentBallExplosion expands SpriteBallExplosion; 5 | 6 | defaultproperties 7 | { 8 | EffectSound1=None 9 | } 10 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SinglePlayer.Uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // UnrealGameInfo. 3 | // 4 | // default game info is normal single player 5 | // 6 | //============================================================================= 7 | class SinglePlayer expands UnrealGameInfo 8 | config; 9 | 10 | function Killed(pawn killer, pawn Other, name damageType) 11 | { 12 | super.Killed(killer, Other, damageType); 13 | if ( Other.IsA('Nali') ) 14 | killer.Score -= 2; 15 | } 16 | 17 | function PlayTeleportEffect( actor Incoming, bool bOut, bool bSound) 18 | { 19 | } 20 | 21 | function DiscardInventory(Pawn Other) 22 | { 23 | if ( Other.Weapon != None ) 24 | Other.Weapon.PickupViewScale *= 0.7; 25 | Super.DiscardInventory(Other); 26 | } 27 | 28 | defaultproperties 29 | { 30 | bHumansOnly=true 31 | DefaultInventory=Unreal.Translator 32 | } 33 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SkaarjAssassin.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SkaarjAssassin. 3 | //============================================================================= 4 | class SkaarjAssassin expands SkaarjWarrior; 5 | 6 | #exec TEXTURE IMPORT NAME=Skaarjw5 FILE=MODELS\Skar4.PCX GROUP=Skins 7 | 8 | defaultproperties 9 | { 10 | Health=220 11 | Skin=Skaarjw5 12 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/SkaarjGunner.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SkaarjGunner. 3 | //============================================================================= 4 | class SkaarjGunner expands SkaarjTrooper; 5 | 6 | #exec TEXTURE IMPORT NAME=sktrooper2 FILE=MODELS\zaarj2.PCX GROUP=Skins 7 | 8 | defaultproperties 9 | { 10 | WeaponType=Unreal.Eightball 11 | Fatness=150 12 | Skin=sktrooper2 13 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/SkaarjInfantry.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SkaarjInfantry. 3 | //============================================================================= 4 | class SkaarjInfantry expands SkaarjTrooper; 5 | 6 | defaultproperties 7 | { 8 | WeaponType=Unreal.Stinger 9 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/SkaarjLord.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SkaarjLord. 3 | //============================================================================= 4 | class SkaarjLord expands SkaarjWarrior; 5 | 6 | #exec TEXTURE IMPORT NAME=SkaarjL FILE=MODELS\eSkaarj.PCX GROUP=Skins 7 | 8 | defaultproperties 9 | { 10 | voicePitch=+00000.300000 11 | LungeDamage=35 12 | SpinDamage=35 13 | ClawDamage=20 14 | Health=320 15 | Aggressiveness=+00000.500000 16 | CombatStyle=+00000.650000 17 | Skill=+00001.000000 18 | Skin=SkaarjL 19 | Fatness=140 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SkaarjOfficer.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SkaarjOfficer. 3 | //============================================================================= 4 | class SkaarjOfficer expands SkaarjTrooper; 5 | 6 | #exec TEXTURE IMPORT NAME=sktrooper3 FILE=MODELS\zaarj3.PCX GROUP=Skins 7 | 8 | defaultproperties 9 | { 10 | WeaponType=Unreal.Razorjack 11 | Health=200 12 | Fatness=140 13 | DrawScale=+00001.100000 14 | CollisionRadius=+00035.000000 15 | CollisionHeight=+00046.000000 16 | Mass=+00150.000000 17 | Buoyancy=+00150.000000 18 | Skin=sktrooper3 19 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/SkaarjScout.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SkaarjScout. 3 | //============================================================================= 4 | class SkaarjScout expands SkaarjWarrior; 5 | 6 | #exec TEXTURE IMPORT NAME=Skaarjw4 FILE=MODELS\Skar2.PCX GROUP=Skins 7 | 8 | defaultproperties 9 | { 10 | Health=180 11 | CombatStyle=+00000.400000 12 | Skin=Skaarjw4 13 | voicePitch=+00000.700000 14 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/SkaarjSniper.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SkaarjSniper. 3 | //============================================================================= 4 | class SkaarjSniper expands SkaarjTrooper; 5 | 6 | #exec TEXTURE IMPORT NAME=sktrooper2 FILE=MODELS\zaarj2.PCX GROUP=Skins 7 | 8 | defaultproperties 9 | { 10 | WeaponType=Unreal.Rifle 11 | Health=140 12 | Fatness=114 13 | CombatStyle=+00000.100000 14 | Aggressiveness=+00000.300000 15 | Skin=sktrooper2 16 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/SlimeZone.uc: -------------------------------------------------------------------------------- 1 | class SlimeZone expands ZoneInfo; 2 | 3 | #exec AUDIO IMPORT FILE="Sounds\Generic\GoopE1.WAV" NAME="LavaEx" GROUP="Generic" 4 | #exec AUDIO IMPORT FILE="Sounds\Generic\GoopJ1.WAV" NAME="LavaEn" GROUP="Generic" 5 | //#exec AUDIO IMPORT FILE="Sounds\Generic\uGoop1.WAV" NAME="InGoop" GROUP="Generic" 6 | // AmbientSound=InGoop 7 | 8 | defaultproperties 9 | { 10 | DamagePerSec=40 11 | DamageType=Corroded 12 | bPainZone=True 13 | bWaterZone=True 14 | bDestructive=True 15 | ViewFog=(X=0.1875,Y=0.28125,Z=0.09375) 16 | ViewFlash=(X=-0.1172,Y=-0.1172,Z=-0.1172) 17 | EntryActor=Unreal.GreenSmokePuff 18 | ExitActor=Unreal.GreenSmokePuff 19 | EntrySound=Unreal.LavaEn 20 | ExitSound=Unreal.LavaEx 21 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/SmallSpark2.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SmallSpark2. 3 | //============================================================================= 4 | class SmallSpark2 expands SmallSpark; 5 | 6 | #exec MESH IMPORT MESH=SmallSpark2M ANIVFILE=MODELS\Spark2_a.3D DATAFILE=MODELS\Spark2_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=SmallSpark2M X=0 Y=0 Z=0 PITCH=-64 8 | #exec MESH SEQUENCE MESH=SmallSpark2M SEQ=All STARTFRAME=0 NUMFRAMES=2 9 | #exec MESH SEQUENCE MESH=SmallSpark2M SEQ=Explosion STARTFRAME=0 NUMFRAMES=2 10 | #exec TEXTURE IMPORT NAME=JSmlSpark1 FILE=MODELS\Spark.PCX GROUP=Skins 11 | #exec MESHMAP SCALE MESHMAP=SmallSpark2M X=0.04 Y=0.04 Z=0.08 12 | #exec MESHMAP SETTEXTURE MESHMAP=SmallSpark2M NUM=1 TEXTURE=JSmlSpark1 13 | 14 | defaultproperties 15 | { 16 | Mesh=Unreal.SmallSpark2M 17 | } 18 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SmallSteelBox.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SmallSteelBox. 3 | //============================================================================= 4 | class SmallSteelBox expands SteelBox; 5 | 6 | defaultproperties 7 | { 8 | DrawScale=0.500000 9 | CollisionRadius=14.500000 10 | CollisionHeight=13.000000 11 | } 12 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SmallWire.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SmallWire. 3 | //============================================================================= 4 | class SmallWire expands Wire; 5 | 6 | Auto State Animate 7 | { 8 | 9 | Begin: 10 | if (WireType == E_WireWiggle) LoopAnim('Wiggle',1.0); 11 | else LoopAnim('Still',FRand()*0.03+0.02); 12 | } 13 | defaultproperties 14 | { 15 | DrawScale=+00000.600000 16 | CollisionRadius=+00003.000000 17 | CollisionHeight=+00040.000000 18 | } 19 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SmallWoodBox.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SmallWoodBox. 3 | //============================================================================= 4 | class SmallWoodBox expands WoodenBox; 5 | 6 | defaultproperties 7 | { 8 | Health=5 9 | FragChunks=6 10 | Fragsize=0.600000 11 | DrawScale=0.500000 12 | CollisionRadius=14.500000 13 | CollisionHeight=13.000000 14 | Mass=20.000000 15 | } 16 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SmokeColumn.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SmokeColumn. 3 | //============================================================================= 4 | class SmokeColumn expands AnimSpriteEffect; 5 | 6 | #exec OBJ LOAD FILE=textures\SmokeCol.utx PACKAGE=Unreal.SmokeColm 7 | 8 | defaultproperties 9 | { 10 | NumFrames=16 11 | Pause=0.070000 12 | i=1 13 | RemoteRole=ROLE_SimulatedProxy 14 | LifeSpan=1.000000 15 | DrawType=DT_SpriteAnimOnce 16 | Style=STY_Translucent 17 | Texture=Texture'Unreal.SmokeColm.sc_a00' 18 | DrawScale=1.300000 19 | bMeshCurvy=False 20 | LightType=LT_None 21 | bCorona=False 22 | } 23 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SmokeHoseDest.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SmokeHoseDest. 3 | //============================================================================= 4 | class SmokeHoseDest expands Effects; 5 | 6 | // The position of this actor implies the direction the smokepuffs will 7 | // be shot out from the SmokeHose. 8 | // The Tag of this actor must be the same as the DestTag of the SmokeHose Actor. 9 | 10 | defaultproperties 11 | { 12 | bHidden=True 13 | DrawType=DT_Sprite 14 | Physics=PHYS_None 15 | } 16 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SmokeTrail.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SmokeTrail. 3 | //============================================================================= 4 | class SmokeTrail expands Effects; 5 | 6 | #exec MESH IMPORT MESH=SmoketrailM ANIVFILE=MODELS\Smoke1_a.3D DATAFILE=MODELS\Smoke1_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=SmoketrailM X=0 Y=0 Z=0 YAW=-64 8 | #exec MESH SEQUENCE MESH=SmoketrailM SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESHMAP SCALE MESHMAP=SmoketrailM X=0.2 Y=0.2 Z=0.4 YAW=128 10 | #exec MESHMAP SETTEXTURE MESHMAP=SmoketrailM NUM=0 TEXTURE=Default 11 | 12 | defaultproperties 13 | { 14 | DrawType=DT_Mesh 15 | Mesh=Unreal.SmokeTrailM 16 | bCollideActors=True 17 | bCollideWorld=True 18 | bBlockActors=True 19 | RemoteRole=ROLE_SimulatedProxy 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Spark32.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Spark32. 3 | //============================================================================= 4 | class Spark32 expands Spark3; 5 | 6 | defaultproperties 7 | { 8 | Texture=FireTexture'fireeffect1.FireEffect1e' 9 | } 10 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Spark33.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Spark33. 3 | //============================================================================= 4 | class Spark33 expands Spark3; 5 | 6 | defaultproperties 7 | { 8 | Texture=FireTexture'fireeffect1.FireEffect1a' 9 | } 10 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Spark34.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Spark34. 3 | //============================================================================= 4 | class Spark34 expands Spark3; 5 | 6 | defaultproperties 7 | { 8 | Texture=FireTexture'fireeffect1.FireEffect1pb' 9 | } 10 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Spark35.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Spark35. 3 | //============================================================================= 4 | class Spark35 expands Spark3; 5 | 6 | defaultproperties 7 | { 8 | Texture=FireTexture'fireeffect1.FireEffect1p' 9 | } 10 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SpriteBallChild.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SpriteBallChild. 3 | //============================================================================= 4 | class SpriteBallChild expands SpriteBallExplosion; 5 | 6 | Function PostBeginPlay() 7 | { 8 | Texture = SpriteAnim[int(FRand()*5)]; 9 | DrawScale = FRand()*2.0+2.0; 10 | } 11 | 12 | defaultproperties 13 | { 14 | bHighDetail=True 15 | DrawScale=2.500000 16 | LightType=LT_None 17 | LightEffect=LE_None 18 | } 19 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SpriteBlueExplo.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SpriteBlueExplo. 3 | //============================================================================= 4 | class SpriteBlueExplo expands SpriteBallExplosion; 5 | 6 | #exec OBJ LOAD FILE=textures\DispExpl.utx PACKAGE=Unreal.DispExpl 7 | #exec TEXTURE IMPORT NAME=BluePal FILE=textures\expal2a.pcx GROUP=Effects 8 | 9 | #exec AUDIO IMPORT FILE="sounds\dispersion\dpexplo4.wav" NAME="DispEX1" GROUP="General" 10 | 11 | simulated function PostBeginPlay() 12 | { 13 | PlaySound (EffectSound1,,7.0); 14 | if (Level.bHighDetailMode) DrawScale = DrawScale * 2.0; 15 | } 16 | 17 | defaultproperties 18 | { 19 | EffectSound1=Sound'Unreal.General.DispEX1' 20 | Texture=Texture'Unreal.DispExpl.dseb_A00' 21 | Skin=Texture'Unreal.Effects.BluePal' 22 | DrawScale=2.700000 23 | LightRadius=6 24 | } 25 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SpriteGreenE.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SpriteGreenE. 3 | //============================================================================= 4 | class SpriteGreenE expands SpriteBlueExplo; 5 | 6 | #exec TEXTURE IMPORT NAME=PalGreen FILE=textures\expgreen.pcx GROUP=Effects 7 | 8 | defaultproperties 9 | { 10 | Texture=Texture'DispExpl.DISE_A00' 11 | Skin=Texture'Unreal.Effects.PalGreen' 12 | } 13 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SpriteOrangeE.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SpriteOrangeE. 3 | //============================================================================= 4 | class SpriteOrangeE expands SpriteBlueExplo; 5 | 6 | #exec TEXTURE IMPORT NAME=PalRed FILE=textures\expred.pcx GROUP=Effects 7 | 8 | defaultproperties 9 | { 10 | Texture=Texture'DispExpl.DseO_A00' 11 | Skin=Texture'Unreal.Effects.PalRed' 12 | } 13 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SpriteRedE.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SpriteRedE. 3 | //============================================================================= 4 | class SpriteRedE expands SpriteBlueExplo; 5 | 6 | #exec TEXTURE IMPORT NAME=PalRed FILE=textures\expred.pcx GROUP=Effects 7 | 8 | defaultproperties 9 | { 10 | Texture=Texture'DispExpl.DseO_A00' 11 | Skin=Texture'Unreal.Effects.PalRed' 12 | } 13 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/SpriteYellowE.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // SpriteYellowE. 3 | //============================================================================= 4 | class SpriteYellowE expands SpriteBlueExplo; 5 | 6 | #exec TEXTURE IMPORT NAME=PalYellow FILE=textures\expyello.pcx GROUP=Effects 7 | 8 | defaultproperties 9 | { 10 | Texture=Texture'DispExpl.dseY_A00' 11 | Skin=Texture'Unreal.Effects.PalYellow' 12 | } 13 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/StoneTitan.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // StoneTitan. 3 | //============================================================================= 4 | class StoneTitan expands Titan; 5 | 6 | #exec TEXTURE IMPORT NAME=Jtitan2 FILE=MODELS\stitan.PCX GROUP=Skins 7 | 8 | defaultproperties 9 | { 10 | Skin=Jtitan2 11 | } 12 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/TeamInfo.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // TeamInfo. 3 | //============================================================================= 4 | class TeamInfo expands Info; 5 | 6 | var string[32] TeamName; 7 | var int Size; //number of players on this team in the level 8 | var float Score; 9 | 10 | defaultproperties 11 | { 12 | } 13 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/TeleporterZone.uc: -------------------------------------------------------------------------------- 1 | /* 2 | TeleporterZone 3 | 4 | anything entering this zone automatically touches the associated teleporter 5 | */ 6 | 7 | class TeleporterZone expands ZoneInfo; 8 | 9 | var() name TeleporterTag; 10 | var Teleporter myTeleporter; 11 | 12 | function PostBeginPlay() 13 | { 14 | Super.PostBeginPlay(); 15 | if ( TeleporterTag != '' ) 16 | ForEach AllActors(class'Teleporter', myTeleporter, TeleporterTag) 17 | break; 18 | } 19 | 20 | event ActorEntered( actor Other ) 21 | { 22 | if ( myTeleporter != None ) 23 | myTeleporter.Touch(Other); 24 | } 25 | 26 | defaultproperties 27 | { 28 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/Thigh.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Thigh. 3 | //============================================================================= 4 | class Thigh expands PlayerChunks; 5 | 6 | #exec MESH IMPORT MESH=ThighM ANIVFILE=MODELS\g_pleg_a.3D DATAFILE=MODELS\g_pleg_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=ThighM X=0 Y=0 Z=0 YAW=64 8 | #exec MESH SEQUENCE MESH=ThighM SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=ThighM SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=Jparts1 FILE=MODELS\g_parts.PCX GROUP=Skins 11 | #exec MESHMAP SCALE MESHMAP=ThighM X=0.03 Y=0.03 Z=0.06 12 | #exec MESHMAP SETTEXTURE MESHMAP=ThighM NUM=1 TEXTURE=Jparts1 13 | defaultproperties 14 | { 15 | Mesh=ThighM 16 | CollisionRadius=+00006.000000 17 | CollisionHeight=+00003.000000 18 | } 19 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/ToggleZoneInfo.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // ToggleZoneInfo. 3 | //============================================================================= 4 | class ToggleZoneInfo expands ZoneInfo; 5 | 6 | // what the hell is this? this script doesn't even compile! -------------------------------------------------------------------------------- /Source/Unreal/Classes/Transporter.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Transporter. 3 | //============================================================================= 4 | class Transporter expands NavigationPoint; 5 | 6 | var() Vector Offset; 7 | 8 | function Trigger( Actor Other, Pawn EventInstigator ) 9 | { 10 | local UnrealPlayer tempPlayer; 11 | 12 | // Move the player instantaneously by the Offset vector 13 | 14 | // Find the players 15 | foreach AllActors( class 'UnrealPlayer', tempPlayer ) 16 | { 17 | if( !tempPlayer.SetLocation( tempPlayer.Location + Offset ) ) 18 | { 19 | // The player could not be moved, probably destination is inside a wall 20 | } 21 | } 22 | 23 | Disable( 'Trigger' ); 24 | } 25 | 26 | defaultproperties 27 | { 28 | } 29 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Tree.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Tree. 3 | //============================================================================= 4 | class Tree expands Decoration; 5 | 6 | defaultproperties 7 | { 8 | DrawType=DT_Mesh 9 | Mesh=Unreal.Tree1M 10 | bMeshCurvy=False 11 | CollisionRadius=+00025.000000 12 | CollisionHeight=+00160.000000 13 | bCollideActors=True 14 | bCollideWorld=True 15 | bBlockActors=True 16 | bBlockPlayers=True 17 | } 18 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Tree1.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Tree1. 3 | //============================================================================= 4 | class Tree1 expands Tree; 5 | 6 | #exec MESH IMPORT MESH=Tree1M ANIVFILE=MODELS\Tree1_a.3D DATAFILE=MODELS\Tree1_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Tree1M X=0 Y=0 Z=0 YAW=64 ROLL=-64 8 | #exec MESH SEQUENCE MESH=Tree1M SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=Tree1M SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=JTree11 FILE=MODELS\Tree1.PCX GROUP=Skins FLAGS=2 11 | #exec MESHMAP SCALE MESHMAP=Tree1M X=0.2 Y=0.2 Z=0.4 12 | #exec MESHMAP SETTEXTURE MESHMAP=Tree1M NUM=1 TEXTURE=JTree11 13 | 14 | defaultproperties 15 | { 16 | Mesh=Tree1M 17 | } 18 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Tree10.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Tree10. 3 | //============================================================================= 4 | class Tree10 expands Tree; 5 | 6 | 7 | #exec MESH IMPORT MESH=Tree10M ANIVFILE=MODELS\Tree16_a.3D DATAFILE=MODELS\Tree16_d.3D X=0 Y=0 Z=0 8 | #exec MESH ORIGIN MESH=Tree10M X=0 Y=320 Z=0 YAW=64 ROLL=-64 9 | #exec MESH SEQUENCE MESH=Tree10M SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=Tree10M SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | #exec TEXTURE IMPORT NAME=JTree101 FILE=MODELS\Tree16.PCX GROUP=Skins FLAGS=2 12 | #exec MESHMAP SCALE MESHMAP=Tree10M X=0.1 Y=0.1 Z=0.2 13 | #exec MESHMAP SETTEXTURE MESHMAP=Tree10M NUM=1 TEXTURE=JTree101 14 | 15 | defaultproperties 16 | { 17 | Mesh=Unreal.Tree10M 18 | CollisionRadius=+00010.000000 19 | CollisionHeight=+00032.000000 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Tree11.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Tree11. 3 | //============================================================================= 4 | class Tree11 expands Tree; 5 | 6 | 7 | #exec MESH IMPORT MESH=Tree11M ANIVFILE=MODELS\Tree17_a.3D DATAFILE=MODELS\Tree17_d.3D X=0 Y=0 Z=0 8 | #exec MESH ORIGIN MESH=Tree11M X=0 Y=220 Z=0 YAW=64 ROLL=-64 9 | #exec MESH SEQUENCE MESH=Tree11M SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=Tree11M SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | #exec TEXTURE IMPORT NAME=JTree111 FILE=MODELS\Tree17.PCX GROUP=Skins FLAGS=2 12 | #exec MESHMAP SCALE MESHMAP=Tree11M X=0.2 Y=0.2 Z=0.4 13 | #exec MESHMAP SETTEXTURE MESHMAP=Tree11M NUM=1 TEXTURE=JTree111 14 | 15 | defaultproperties 16 | { 17 | Mesh=Unreal.Tree11M 18 | CollisionRadius=+00022.000000 19 | CollisionHeight=+00045.000000 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Tree12.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Tree12. 3 | //============================================================================= 4 | class Tree12 expands Tree; 5 | 6 | 7 | #exec MESH IMPORT MESH=Tree12M ANIVFILE=MODELS\Tree18_a.3D DATAFILE=MODELS\Tree18_d.3D X=0 Y=0 Z=0 8 | #exec MESH ORIGIN MESH=Tree12M X=0 Y=320 Z=0 YAW=64 ROLL=-64 9 | #exec MESH SEQUENCE MESH=Tree12M SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=Tree12M SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | #exec TEXTURE IMPORT NAME=JTree121 FILE=MODELS\Tree18.PCX GROUP=Skins FLAGS=2 12 | #exec MESHMAP SCALE MESHMAP=Tree12M X=0.2 Y=0.2 Z=0.4 13 | #exec MESHMAP SETTEXTURE MESHMAP=Tree12M NUM=1 TEXTURE=JTree121 14 | 15 | defaultproperties 16 | { 17 | Mesh=Unreal.Tree12M 18 | CollisionRadius=+00016.000000 19 | CollisionHeight=+00063.000000 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Tree2.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Tree2. 3 | //============================================================================= 4 | class Tree2 expands Tree; 5 | 6 | #exec MESH IMPORT MESH=Tree2M ANIVFILE=MODELS\Tree2_a.3D DATAFILE=MODELS\Tree2_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Tree2M X=50 Y=0 Z=50 YAW=64 ROLL=-64 8 | #exec MESH SEQUENCE MESH=Tree2M SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=Tree2M SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=JTree21 FILE=MODELS\Tree2.PCX GROUP=Skins FLAGS=2 11 | #exec MESHMAP SCALE MESHMAP=Tree2M X=0.25 Y=0.25 Z=0.5 12 | #exec MESHMAP SETTEXTURE MESHMAP=Tree2M NUM=1 TEXTURE=JTree21 13 | 14 | defaultproperties 15 | { 16 | Mesh=Tree2M 17 | } 18 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Tree3.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Tree3. 3 | //============================================================================= 4 | class Tree3 expands Tree; 5 | 6 | #exec MESH IMPORT MESH=Tree3M ANIVFILE=MODELS\Tree3_a.3D DATAFILE=MODELS\Tree3_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Tree3M X=50 Y=0 Z=50 YAW=64 ROLL=-64 8 | #exec MESH SEQUENCE MESH=Tree3M SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=Tree3M SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=JTree31 FILE=MODELS\Tree3.PCX GROUP=Skins FLAGS=2 11 | #exec MESHMAP SCALE MESHMAP=Tree3M X=0.25 Y=0.25 Z=0.5 12 | #exec MESHMAP SETTEXTURE MESHMAP=Tree3M NUM=1 TEXTURE=JTree31 13 | 14 | defaultproperties 15 | { 16 | Mesh=Tree3M 17 | } 18 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Tree4.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Tree4. 3 | //============================================================================= 4 | class Tree4 expands Tree; 5 | 6 | #exec MESH IMPORT MESH=Tree4M ANIVFILE=MODELS\Tree4_a.3D DATAFILE=MODELS\Tree4_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Tree4M X=50 Y=0 Z=50 YAW=64 ROLL=-64 8 | #exec MESH SEQUENCE MESH=Tree4M SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=Tree4M SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=JTree41 FILE=MODELS\Tree4.PCX GROUP=Skins FLAGS=2 11 | #exec MESHMAP SCALE MESHMAP=Tree4M X=0.25 Y=0.25 Z=0.5 12 | #exec MESHMAP SETTEXTURE MESHMAP=Tree4M NUM=1 TEXTURE=JTree41 13 | 14 | defaultproperties 15 | { 16 | Mesh=Unreal.Tree4M 17 | } 18 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Tree5.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Tree5. 3 | //============================================================================= 4 | class Tree5 expands Tree; 5 | 6 | #exec MESH IMPORT MESH=Tree5M ANIVFILE=MODELS\Tree11_a.3D DATAFILE=MODELS\Tree11_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Tree5M X=0 Y=320 Z=0 YAW=64 ROLL=-64 8 | #exec MESH SEQUENCE MESH=Tree5M SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=Tree5M SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=JTree51 FILE=MODELS\Tree11.PCX GROUP=Skins FLAGS=2 11 | #exec MESHMAP SCALE MESHMAP=Tree5M X=0.25 Y=0.25 Z=0.5 12 | #exec MESHMAP SETTEXTURE MESHMAP=Tree5M NUM=1 TEXTURE=JTree51 13 | 14 | defaultproperties 15 | { 16 | Mesh=Unreal.Tree5M 17 | CollisionRadius=+00012.000000 18 | CollisionHeight=+00080.000000 19 | } 20 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Tree6.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Tree6. 3 | //============================================================================= 4 | class Tree6 expands Tree; 5 | 6 | #exec MESH IMPORT MESH=Tree6M ANIVFILE=MODELS\Tree12_a.3D DATAFILE=MODELS\Tree12_d.3D X=0 Y=0 Z=0 7 | #exec MESH ORIGIN MESH=Tree6M X=-50 Y=320 Z=0 YAW=64 ROLL=-64 8 | #exec MESH SEQUENCE MESH=Tree6M SEQ=All STARTFRAME=0 NUMFRAMES=1 9 | #exec MESH SEQUENCE MESH=Tree6M SEQ=Still STARTFRAME=0 NUMFRAMES=1 10 | #exec TEXTURE IMPORT NAME=JTree61 FILE=MODELS\Tree12.PCX GROUP=Skins FLAGS=2 11 | #exec MESHMAP SCALE MESHMAP=Tree6M X=0.3 Y=0.3 Z=0.6 12 | #exec MESHMAP SETTEXTURE MESHMAP=Tree6M NUM=1 TEXTURE=JTree61 13 | 14 | defaultproperties 15 | { 16 | Mesh=Unreal.Tree6M 17 | CollisionRadius=+00017.000000 18 | CollisionHeight=+00093.000000 19 | } 20 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Tree7.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Tree7. 3 | //============================================================================= 4 | class Tree7 expands Tree; 5 | 6 | 7 | #exec MESH IMPORT MESH=Tree7M ANIVFILE=MODELS\Tree13_a.3D DATAFILE=MODELS\Tree13_d.3D X=0 Y=0 Z=0 8 | #exec MESH ORIGIN MESH=Tree7M X=0 Y=320 Z=0 YAW=64 ROLL=-64 9 | #exec MESH SEQUENCE MESH=Tree7M SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=Tree7M SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | #exec TEXTURE IMPORT NAME=JTree71 FILE=MODELS\Tree13.PCX GROUP=Skins FLAGS=2 12 | #exec MESHMAP SCALE MESHMAP=Tree7M X=0.2 Y=0.2 Z=0.4 13 | #exec MESHMAP SETTEXTURE MESHMAP=Tree7M NUM=1 TEXTURE=JTree71 14 | 15 | defaultproperties 16 | { 17 | Mesh=Unreal.Tree7M 18 | CollisionRadius=+00012.000000 19 | CollisionHeight=+00065.000000 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Tree8.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Tree8. 3 | //============================================================================= 4 | class Tree8 expands Tree; 5 | 6 | 7 | #exec MESH IMPORT MESH=Tree8M ANIVFILE=MODELS\Tree14_a.3D DATAFILE=MODELS\Tree14_d.3D X=0 Y=0 Z=0 8 | #exec MESH ORIGIN MESH=Tree8M X=0 Y=320 Z=0 YAW=64 ROLL=-64 9 | #exec MESH SEQUENCE MESH=Tree8M SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=Tree8M SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | #exec TEXTURE IMPORT NAME=JTree81 FILE=MODELS\Tree14.PCX GROUP=Skins FLAGS=2 12 | #exec MESHMAP SCALE MESHMAP=Tree8M X=0.1 Y=0.1 Z=0.2 13 | #exec MESHMAP SETTEXTURE MESHMAP=Tree8M NUM=1 TEXTURE=JTree81 14 | 15 | defaultproperties 16 | { 17 | Mesh=Unreal.Tree8M 18 | CollisionRadius=+00015.000000 19 | CollisionHeight=+00032.000000 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/Tree9.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // Tree9. 3 | //============================================================================= 4 | class Tree9 expands Tree; 5 | 6 | 7 | #exec MESH IMPORT MESH=Tree9M ANIVFILE=MODELS\Tree15_a.3D DATAFILE=MODELS\Tree15_d.3D X=0 Y=0 Z=0 8 | #exec MESH ORIGIN MESH=Tree9M X=0 Y=320 Z=0 YAW=64 ROLL=-64 9 | #exec MESH SEQUENCE MESH=Tree9M SEQ=All STARTFRAME=0 NUMFRAMES=1 10 | #exec MESH SEQUENCE MESH=Tree9M SEQ=Still STARTFRAME=0 NUMFRAMES=1 11 | #exec TEXTURE IMPORT NAME=JTree91 FILE=MODELS\Tree15.PCX GROUP=Skins FLAGS=2 12 | #exec MESHMAP SCALE MESHMAP=Tree9M X=0.12 Y=0.12 Z=0.24 13 | #exec MESHMAP SETTEXTURE MESHMAP=Tree9M NUM=1 TEXTURE=JTree91 14 | 15 | defaultproperties 16 | { 17 | Mesh=Unreal.Tree9M 18 | CollisionRadius=+00015.000000 19 | CollisionHeight=+00039.000000 20 | } 21 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/TriggerLightRad.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // TriggerLightRad. 3 | //============================================================================= 4 | class TriggerLightRad expands Engine.TriggerLight; 5 | 6 | // this script is broken! 7 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/UnrealDamageType.uc: -------------------------------------------------------------------------------- 1 | class UnrealDamageType expands DamageType 2 | localized 3 | abstract; 4 | 5 | defaultproperties 6 | { 7 | ViewFog=(X=17.578,Y=4.6875,Z=4.6875) 8 | ViewFlash=-0.01171875 9 | DamageEffect=BloodBurst 10 | } 11 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/UnrealSpectator.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // UnrealSpectator. 3 | //============================================================================= 4 | class UnrealSpectator expands Spectator; 5 | 6 | defaultproperties 7 | { 8 | HUDType=SpectatorHUD 9 | AirSpeed=+00400.000000 10 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/UnrealTestInfo.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // For internal testing. 3 | //============================================================================= 4 | class UnrealTestInfo expands TestInfo; 5 | 6 | function Tick( float DeltaTime ) 7 | { 8 | } 9 | 10 | state QQ 11 | { 12 | function f(); 13 | } 14 | state XXAA expands AA 15 | { 16 | function f(); 17 | } 18 | state XXCCAA expands CCAA 19 | { 20 | function f(); 21 | } 22 | state XXEEDDAA expands EEDDAA 23 | { 24 | function f(); 25 | } 26 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/UpgradeMenu.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // UpgradeMenu 3 | //============================================================================= 4 | class UpgradeMenu expands YesNoMenu 5 | localized; 6 | 7 | function ProcessResponse() 8 | { 9 | //process based on state of bResponse 10 | if ( bResponse ) 11 | PlayerOwner.ConsoleCommand("start http://www.unreal.com/upgrade"); 12 | 13 | ExitMenu(); 14 | } 15 | 16 | defaultproperties 17 | { 18 | MenuList(1)="You need a newer version of Unreal to play on this server. Would you like to go to the Unreal web site for a newer version?" 19 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/WaterRing.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // WaterRing. 3 | //============================================================================= 4 | class WaterRing expands RingExplosion; 5 | 6 | #exec OBJ LOAD FILE=Textures\fireeffect56.utx PACKAGE=Unreal.Effect56 7 | 8 | simulated function SpawnEffects() 9 | { 10 | } 11 | 12 | defaultproperties 13 | { 14 | Skin=Unreal.Effect56.fireeffect56 15 | Class=Unreal.WaterRing 16 | bNetOptional=True 17 | } 18 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/WaterZone.uc: -------------------------------------------------------------------------------- 1 | class WaterZone expands ZoneInfo; 2 | 3 | //#exec AUDIO IMPORT FILE="Sounds\Generic\uWater1a.WAV" NAME="InWater" GROUP="Generic" 4 | // AmbientSound=InWater 5 | 6 | defaultproperties 7 | { 8 | bWaterZone=True 9 | ViewFog=(X=0.1289,Y=0.1953,Z=0.17578) 10 | ViewFlash=(X=-0.078,Y=-0.078,Z=-0.078) 11 | EntryActor=Unreal.WaterImpact 12 | ExitActor=Unreal.WaterImpact 13 | EntrySound=Unreal.DSplash 14 | ExitSound=Unreal.WtrExit1 15 | } -------------------------------------------------------------------------------- /Source/Unreal/Classes/WeaponLight.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // WeaponLight. 3 | //============================================================================= 4 | class WeaponLight expands Light; 5 | 6 | #exec TEXTURE IMPORT NAME=WepLightPal FILE=textures\exppal.pcx GROUP=Effects 7 | 8 | defaultproperties 9 | { 10 | bStatic=False 11 | bNetOptional=True 12 | bNoDelete=False 13 | bMovable=True 14 | Skin=Unreal.WepLightPal 15 | LightType=LT_TexturePaletteOnce 16 | LightEffect=LE_NonIncidence 17 | LightBrightness=250 18 | LightHue=28 19 | LightSaturation=32 20 | LightRadius=6 21 | bActorShadows=True 22 | LifeSpan=+00000.150000 23 | RemoteRole=ROLE_DumbProxy 24 | } 25 | -------------------------------------------------------------------------------- /Source/Unreal/Classes/YellowBook.uc: -------------------------------------------------------------------------------- 1 | //============================================================================= 2 | // YellowBook. 3 | //============================================================================= 4 | class YellowBook expands Book; 5 | 6 | defaultproperties 7 | { 8 | Skin=Unreal.JBook2 9 | } 10 | -------------------------------------------------------------------------------- /Source/Unreal/Src/Res/LaunchRes.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Developer Studio generated include file. 3 | // Used by LaunchRes.rc 4 | // 5 | #define IDICON_MAINFRAME 128 6 | #define IDDIALOG_Password 153 7 | #define IDBUTTON_Ok 1000 8 | #define IDBUTTON_Cancel 1001 9 | #define IDEDIT_Name 1011 10 | #define IDEDIT_Password 1012 11 | #define IDLABEL_Prompt 1020 12 | 13 | // Next default values for new objects 14 | // 15 | #ifdef APSTUDIO_INVOKED 16 | #ifndef APSTUDIO_READONLY_SYMBOLS 17 | #define _APS_NO_MFC 1 18 | #define _APS_3D_CONTROLS 1 19 | #define _APS_NEXT_RESOURCE_VALUE 101 20 | #define _APS_NEXT_COMMAND_VALUE 40001 21 | #define _APS_NEXT_CONTROL_VALUE 1002 22 | #define _APS_NEXT_SYMED_VALUE 101 23 | #endif 24 | #endif 25 | -------------------------------------------------------------------------------- /Source/Unreal/Src/Res/Unreal.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Source/Unreal/Src/Res/Unreal.ico -------------------------------------------------------------------------------- /Source/Unreal/Src/WinLaunchPrivate.h: -------------------------------------------------------------------------------- 1 | /*============================================================================= 2 | LaunchPrivate.h: Unreal launcher. 3 | Copyright 1997 Epic MegaGames, Inc. This software is a trade secret. 4 | 5 | Revision history: 6 | * Created by Tim Sweeney. 7 | =============================================================================*/ 8 | 9 | #pragma warning( disable : 4201 ) 10 | #define STRICT 11 | #include 12 | #include 13 | #include "Engine.h" 14 | 15 | /*----------------------------------------------------------------------------- 16 | The End. 17 | -----------------------------------------------------------------------------*/ 18 | -------------------------------------------------------------------------------- /Source/WinDrv/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | project(WinDrv CXX) 2 | 3 | if(NOT TARGET_IS_WINDOWS) 4 | message(FATAL_ERROR "WinDrv is for Windows only.") 5 | endif() 6 | 7 | set(SRC_FILES 8 | "Res/WinDrvRes.rc" 9 | "WinViewport.cpp" 10 | "WinDrv.cpp" 11 | ) 12 | 13 | add_library(${PROJECT_NAME} ${LIB_TYPE} ${SRC_FILES}) 14 | 15 | target_include_directories(${PROJECT_NAME} 16 | PUBLIC 17 | ${CMAKE_CURRENT_SOURCE_DIR}/Inc 18 | PRIVATE 19 | ${CMAKE_CURRENT_SOURCE_DIR}/Src 20 | ) 21 | 22 | target_link_libraries(${PROJECT_NAME} Window Engine Core) 23 | 24 | target_link_libraries(${PROJECT_NAME} winmm dxguid) 25 | 26 | target_compile_definitions(${PROJECT_NAME} PRIVATE WINDRV_EXPORTS UPACKAGE_NAME=${PROJECT_NAME}) 27 | -------------------------------------------------------------------------------- /Source/WinDrv/Res/ADDACTOR.CUR: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Source/WinDrv/Res/ADDACTOR.CUR -------------------------------------------------------------------------------- /Source/WinDrv/Res/BRUSHFR.CUR: -------------------------------------------------------------------------------- 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This software is a trade secret. 4 | 5 | Revision history: 6 | * Created by Tim Sweeney. 7 | =============================================================================*/ 8 | 9 | #include "WinDrvPrivate.h" 10 | 11 | /*----------------------------------------------------------------------------- 12 | Package implementation. 13 | -----------------------------------------------------------------------------*/ 14 | 15 | IMPLEMENT_PACKAGE(WinDrv); 16 | 17 | /*----------------------------------------------------------------------------- 18 | The End. 19 | -----------------------------------------------------------------------------*/ 20 | -------------------------------------------------------------------------------- /Source/Window/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | project(Window CXX) 2 | 3 | if(NOT TARGET_IS_WINDOWS) 4 | message(FATAL_ERROR "Window is for Windows only.") 5 | endif() 6 | 7 | set(SRC_FILES 8 | "Src/Res/WindowRes.rc" 9 | "Src/Main.cpp" 10 | "Src/Window.cpp" 11 | ) 12 | 13 | add_library(${PROJECT_NAME} ${LIB_TYPE} ${SRC_FILES}) 14 | 15 | target_include_directories(${PROJECT_NAME} 16 | PUBLIC 17 | ${CMAKE_CURRENT_SOURCE_DIR}/Inc 18 | PRIVATE 19 | ${CMAKE_CURRENT_SOURCE_DIR}/Src 20 | ) 21 | 22 | target_link_libraries(${PROJECT_NAME} Engine Core) 23 | 24 | target_link_libraries(${PROJECT_NAME} comctl32) 25 | 26 | target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOW_EXPORTS UPACKAGE_NAME=${PROJECT_NAME}) 27 | -------------------------------------------------------------------------------- /Source/Window/Src/Res/Unreal.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Source/Window/Src/Res/Unreal.ico -------------------------------------------------------------------------------- /Source/Window/Src/Res/WindowRes.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Developer Studio generated include file. 3 | // Used by WindowRes.rc 4 | // 5 | #define IDICON_MAINFRAME 128 6 | #define IDDIALOG_Password 153 7 | #define IDEDIT_Name 1011 8 | #define IDEDIT_Password 1012 9 | #define IDLABEL_Prompt 1020 10 | 11 | // Next default values for new objects 12 | // 13 | #ifdef APSTUDIO_INVOKED 14 | #ifndef APSTUDIO_READONLY_SYMBOLS 15 | #define _APS_NO_MFC 1 16 | #define _APS_3D_CONTROLS 1 17 | #define _APS_NEXT_RESOURCE_VALUE 101 18 | #define _APS_NEXT_COMMAND_VALUE 40001 19 | #define _APS_NEXT_CONTROL_VALUE 1000 20 | #define _APS_NEXT_SYMED_VALUE 101 21 | #endif 22 | #endif 23 | -------------------------------------------------------------------------------- /Thirdparty/SDL2/include/SDL2/SDL_opengles2_gl2platform.h: -------------------------------------------------------------------------------- 1 | #ifndef __gl2platform_h_ 2 | #define __gl2platform_h_ 3 | 4 | /* 5 | ** Copyright 2017-2020 The Khronos Group Inc. 6 | ** SPDX-License-Identifier: Apache-2.0 7 | */ 8 | 9 | /* Platform-specific types and definitions for OpenGL ES 2.X gl2.h 10 | * 11 | * Adopters may modify khrplatform.h and this file to suit their platform. 12 | * Please contribute modifications back to Khronos as pull requests on the 13 | * public github repository: 14 | * https://github.com/KhronosGroup/OpenGL-Registry 15 | */ 16 | 17 | /*#include */ 18 | 19 | #ifndef GL_APICALL 20 | #define GL_APICALL KHRONOS_APICALL 21 | #endif 22 | 23 | #ifndef GL_APIENTRY 24 | #define GL_APIENTRY KHRONOS_APIENTRY 25 | #endif 26 | 27 | #endif /* __gl2platform_h_ */ 28 | -------------------------------------------------------------------------------- /Thirdparty/SDL2/include/SDL2/SDL_revision.h: -------------------------------------------------------------------------------- 1 | /* Generated by updaterev.sh, do not edit */ 2 | #ifdef SDL_VENDOR_INFO 3 | #define SDL_REVISION "SDL-release-2.30.2-0-gf461d91cd (" SDL_VENDOR_INFO ")" 4 | #else 5 | #define SDL_REVISION "SDL-release-2.30.2-0-gf461d91cd" 6 | #endif 7 | #define SDL_REVISION_NUMBER 0 8 | -------------------------------------------------------------------------------- /Thirdparty/SDL2/lib/Win32/SDL2.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Thirdparty/SDL2/lib/Win32/SDL2.dll -------------------------------------------------------------------------------- /Thirdparty/SDL2/lib/Win32/SDL2.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Thirdparty/SDL2/lib/Win32/SDL2.lib -------------------------------------------------------------------------------- /Thirdparty/SDL2/lib/Win32/SDL2main.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Thirdparty/SDL2/lib/Win32/SDL2main.lib -------------------------------------------------------------------------------- /Thirdparty/SDL2/lib/Win32/SDL2test.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Thirdparty/SDL2/lib/Win32/SDL2test.lib -------------------------------------------------------------------------------- /Thirdparty/glm/detail/_fixes.hpp: -------------------------------------------------------------------------------- 1 | #include 2 | 3 | //! Workaround for compatibility with other libraries 4 | #ifdef max 5 | #undef max 6 | #endif 7 | 8 | //! Workaround for compatibility with other libraries 9 | #ifdef min 10 | #undef min 11 | #endif 12 | 13 | //! Workaround for Android 14 | #ifdef isnan 15 | #undef isnan 16 | #endif 17 | 18 | //! Workaround for Android 19 | #ifdef isinf 20 | #undef isinf 21 | #endif 22 | 23 | //! Workaround for Chrone Native Client 24 | #ifdef log2 25 | #undef log2 26 | #endif 27 | 28 | -------------------------------------------------------------------------------- /Thirdparty/glm/detail/compute_vector_relational.hpp: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | //#include "compute_common.hpp" 4 | #include "setup.hpp" 5 | #include 6 | 7 | namespace glm{ 8 | namespace detail 9 | { 10 | template 11 | struct compute_equal 12 | { 13 | GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(T a, T b) 14 | { 15 | return a == b; 16 | } 17 | }; 18 | /* 19 | template 20 | struct compute_equal 21 | { 22 | GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(T a, T b) 23 | { 24 | return detail::compute_abs::is_signed>::call(b - a) <= static_cast(0); 25 | //return std::memcmp(&a, &b, sizeof(T)) == 0; 26 | } 27 | }; 28 | */ 29 | }//namespace detail 30 | }//namespace glm 31 | -------------------------------------------------------------------------------- /Thirdparty/glm/detail/func_packing_simd.inl: -------------------------------------------------------------------------------- 1 | namespace glm{ 2 | namespace detail 3 | { 4 | 5 | }//namespace detail 6 | }//namespace glm 7 | -------------------------------------------------------------------------------- /Thirdparty/glm/detail/func_trigonometric_simd.inl: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Thirdparty/glm/detail/func_trigonometric_simd.inl -------------------------------------------------------------------------------- /Thirdparty/glm/detail/func_vector_relational_simd.inl: -------------------------------------------------------------------------------- 1 | namespace glm{ 2 | namespace detail 3 | { 4 | 5 | }//namespace detail 6 | }//namespace glm 7 | -------------------------------------------------------------------------------- /Thirdparty/glm/detail/type_half.hpp: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "setup.hpp" 4 | 5 | namespace glm{ 6 | namespace detail 7 | { 8 | typedef short hdata; 9 | 10 | GLM_FUNC_DECL float toFloat32(hdata value); 11 | GLM_FUNC_DECL hdata toFloat16(float const& value); 12 | 13 | }//namespace detail 14 | }//namespace glm 15 | 16 | #include "type_half.inl" 17 | -------------------------------------------------------------------------------- /Thirdparty/glm/detail/type_mat4x4_simd.inl: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | 3 | namespace glm 4 | { 5 | 6 | }//namespace glm 7 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_double2x2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_double2x2.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat2x2.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 2 columns of 2 components matrix of double-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<2, 2, double, defaultp> dmat2x2; 16 | 17 | /// 2 columns of 2 components matrix of double-precision floating-point numbers. 18 | /// 19 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 20 | typedef mat<2, 2, double, defaultp> dmat2; 21 | 22 | /// @} 23 | }//namespace glm 24 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_double2x3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_double2x3.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat2x3.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 2 columns of 3 components matrix of double-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<2, 3, double, defaultp> dmat2x3; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_double2x4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_double2x4.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat2x4.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 2 columns of 4 components matrix of double-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<2, 4, double, defaultp> dmat2x4; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_double3x2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_double3x2.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat3x2.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 3 columns of 2 components matrix of double-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<3, 2, double, defaultp> dmat3x2; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_double3x3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_double3x3.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat3x3.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 3 columns of 3 components matrix of double-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<3, 3, double, defaultp> dmat3x3; 16 | 17 | /// 3 columns of 3 components matrix of double-precision floating-point numbers. 18 | /// 19 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 20 | typedef mat<3, 3, double, defaultp> dmat3; 21 | 22 | /// @} 23 | }//namespace glm 24 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_double3x4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_double3x4.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat3x4.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 3 columns of 4 components matrix of double-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<3, 4, double, defaultp> dmat3x4; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_double4x2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_double4x2.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat4x2.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 4 columns of 2 components matrix of double-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<4, 2, double, defaultp> dmat4x2; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_double4x3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_double4x3.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat4x3.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 4 columns of 3 components matrix of double-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<4, 3, double, defaultp> dmat4x3; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_double4x4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_double4x4.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat4x4.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 4 columns of 4 components matrix of double-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<4, 4, double, defaultp> dmat4x4; 16 | 17 | /// 4 columns of 4 components matrix of double-precision floating-point numbers. 18 | /// 19 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 20 | typedef mat<4, 4, double, defaultp> dmat4; 21 | 22 | /// @} 23 | }//namespace glm 24 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_float2x2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_float2x2.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat2x2.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 2 columns of 2 components matrix of single-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<2, 2, float, defaultp> mat2x2; 16 | 17 | /// 2 columns of 2 components matrix of single-precision floating-point numbers. 18 | /// 19 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 20 | typedef mat<2, 2, float, defaultp> mat2; 21 | 22 | /// @} 23 | }//namespace glm 24 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_float2x3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_float2x3.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat2x3.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 2 columns of 3 components matrix of single-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<2, 3, float, defaultp> mat2x3; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_float2x4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_float2x4.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat2x4.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 2 columns of 4 components matrix of single-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<2, 4, float, defaultp> mat2x4; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_float3x2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_float3x2.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat3x2.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 3 columns of 2 components matrix of single-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<3, 2, float, defaultp> mat3x2; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_float3x3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_float3x3.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat3x3.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 3 columns of 3 components matrix of single-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<3, 3, float, defaultp> mat3x3; 16 | 17 | /// 3 columns of 3 components matrix of single-precision floating-point numbers. 18 | /// 19 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 20 | typedef mat<3, 3, float, defaultp> mat3; 21 | 22 | /// @} 23 | }//namespace glm 24 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_float3x4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_float3x4.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat3x4.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 3 columns of 4 components matrix of single-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<3, 4, float, defaultp> mat3x4; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_float4x2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_float4x2.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat4x2.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 4 columns of 2 components matrix of single-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<4, 2, float, defaultp> mat4x2; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_float4x3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_float4x3.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat4x3.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_matrix 10 | /// @{ 11 | 12 | /// 4 columns of 3 components matrix of single-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<4, 3, float, defaultp> mat4x3; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_float4x4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/matrix_float4x4.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_mat4x4.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @ingroup core_matrix 10 | /// @{ 11 | 12 | /// 4 columns of 4 components matrix of single-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 15 | typedef mat<4, 4, float, defaultp> mat4x4; 16 | 17 | /// 4 columns of 4 components matrix of single-precision floating-point numbers. 18 | /// 19 | /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices 20 | typedef mat<4, 4, float, defaultp> mat4; 21 | 22 | /// @} 23 | }//namespace glm 24 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_int2x3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_matrix_int2x3 2 | /// @file glm/ext/matrix_int2x3.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup ext_matrix_int2x3 GLM_EXT_matrix_int2x3 7 | /// @ingroup ext 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Defines a number of matrices with integer types. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../mat2x3.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_matrix_int2x3 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_matrix_int2x3 25 | /// @{ 26 | 27 | /// Signed integer 2x3 matrix. 28 | /// 29 | /// @see ext_matrix_int2x3 30 | typedef mat<2, 3, int, defaultp> imat2x3; 31 | 32 | /// @} 33 | }//namespace glm 34 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_int2x4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_matrix_int2x4 2 | /// @file glm/ext/matrix_int2x4.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup ext_matrix_int2x4 GLM_EXT_matrix_int2x4 7 | /// @ingroup ext 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Defines a number of matrices with integer types. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../mat2x4.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_matrix_int2x4 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_matrix_int2x4 25 | /// @{ 26 | 27 | /// Signed integer 2x4 matrix. 28 | /// 29 | /// @see ext_matrix_int2x4 30 | typedef mat<2, 4, int, defaultp> imat2x4; 31 | 32 | /// @} 33 | }//namespace glm 34 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_int3x2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_matrix_int3x2 2 | /// @file glm/ext/matrix_int3x2.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup ext_matrix_int3x2 GLM_EXT_matrix_int3x2 7 | /// @ingroup ext 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Defines a number of matrices with integer types. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../mat3x2.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_matrix_int3x2 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_matrix_int3x2 25 | /// @{ 26 | 27 | /// Signed integer 3x2 matrix. 28 | /// 29 | /// @see ext_matrix_int3x2 30 | typedef mat<3, 2, int, defaultp> imat3x2; 31 | 32 | /// @} 33 | }//namespace glm 34 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_int3x4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_matrix_int3x4 2 | /// @file glm/ext/matrix_int3x4.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup ext_matrix_int3x4 GLM_EXT_matrix_int3x4 7 | /// @ingroup ext 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Defines a number of matrices with integer types. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../mat3x4.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_matrix_int3x4 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_matrix_int3x4 25 | /// @{ 26 | 27 | /// Signed integer 3x4 matrix. 28 | /// 29 | /// @see ext_matrix_int3x4 30 | typedef mat<3, 4, int, defaultp> imat3x4; 31 | 32 | /// @} 33 | }//namespace glm 34 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_int4x2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_matrix_int4x2 2 | /// @file glm/ext/matrix_int4x2.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup ext_matrix_int4x2 GLM_EXT_matrix_int4x2 7 | /// @ingroup ext 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Defines a number of matrices with integer types. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../mat4x2.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_matrix_int4x2 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_matrix_int4x2 25 | /// @{ 26 | 27 | /// Signed integer 4x2 matrix. 28 | /// 29 | /// @see ext_matrix_int4x2 30 | typedef mat<4, 2, int, defaultp> imat4x2; 31 | 32 | /// @} 33 | }//namespace glm 34 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_int4x3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_matrix_int4x3 2 | /// @file glm/ext/matrix_int4x3.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup ext_matrix_int4x3 GLM_EXT_matrix_int4x3 7 | /// @ingroup ext 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Defines a number of matrices with integer types. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../mat4x3.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_matrix_int4x3 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_matrix_int4x3 25 | /// @{ 26 | 27 | /// Signed integer 4x3 matrix. 28 | /// 29 | /// @see ext_matrix_int4x3 30 | typedef mat<4, 3, int, defaultp> imat4x3; 31 | 32 | /// @} 33 | }//namespace glm 34 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_uint2x3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_matrix_uint2x3 2 | /// @file glm/ext/matrix_uint2x3.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup ext_matrix_uint2x3 GLM_EXT_matrix_uint2x3 7 | /// @ingroup ext 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Defines a number of matrices with integer types. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../mat2x3.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_matrix_uint2x3 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_matrix_uint2x3 25 | /// @{ 26 | 27 | /// Unsigned integer 2x3 matrix. 28 | /// 29 | /// @see ext_matrix_uint2x3 30 | typedef mat<2, 3, uint, defaultp> umat2x3; 31 | 32 | /// @} 33 | }//namespace glm 34 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_uint2x4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_matrix_uint2x4 2 | /// @file glm/ext/matrix_uint2x4.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup ext_matrix_uint2x4 GLM_EXT_matrix_int2x4 7 | /// @ingroup ext 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Defines a number of matrices with integer types. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../mat2x4.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_matrix_uint2x4 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_matrix_uint2x4 25 | /// @{ 26 | 27 | /// Unsigned integer 2x4 matrix. 28 | /// 29 | /// @see ext_matrix_uint2x4 30 | typedef mat<2, 4, uint, defaultp> umat2x4; 31 | 32 | /// @} 33 | }//namespace glm 34 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_uint3x2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_matrix_uint3x2 2 | /// @file glm/ext/matrix_uint3x2.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup ext_matrix_uint3x2 GLM_EXT_matrix_uint3x2 7 | /// @ingroup ext 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Defines a number of matrices with integer types. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../mat3x2.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_matrix_uint3x2 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_matrix_uint3x2 25 | /// @{ 26 | 27 | /// Unsigned integer 3x2 matrix. 28 | /// 29 | /// @see ext_matrix_uint3x2 30 | typedef mat<3, 2, uint, defaultp> umat3x2; 31 | 32 | /// @} 33 | }//namespace glm 34 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_uint3x4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_matrix_uint3x4 2 | /// @file glm/ext/matrix_uint3x4.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup ext_matrix_uint3x4 GLM_EXT_matrix_uint3x4 7 | /// @ingroup ext 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Defines a number of matrices with integer types. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../mat3x4.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_matrix_uint3x4 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_matrix_uint3x4 25 | /// @{ 26 | 27 | /// Signed integer 3x4 matrix. 28 | /// 29 | /// @see ext_matrix_uint3x4 30 | typedef mat<3, 4, uint, defaultp> umat3x4; 31 | 32 | /// @} 33 | }//namespace glm 34 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_uint4x2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_matrix_uint4x2 2 | /// @file glm/ext/matrix_uint4x2.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup ext_matrix_uint4x2 GLM_EXT_matrix_uint4x2 7 | /// @ingroup ext 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Defines a number of matrices with integer types. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../mat4x2.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_matrix_uint4x2 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_matrix_uint4x2 25 | /// @{ 26 | 27 | /// Unsigned integer 4x2 matrix. 28 | /// 29 | /// @see ext_matrix_uint4x2 30 | typedef mat<4, 2, uint, defaultp> umat4x2; 31 | 32 | /// @} 33 | }//namespace glm 34 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/matrix_uint4x3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_matrix_uint4x3 2 | /// @file glm/ext/matrix_uint4x3.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup ext_matrix_uint4x3 GLM_EXT_matrix_uint4x3 7 | /// @ingroup ext 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Defines a number of matrices with integer types. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../mat4x3.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_matrix_uint4x3 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_matrix_uint4x3 25 | /// @{ 26 | 27 | /// Unsigned integer 4x3 matrix. 28 | /// 29 | /// @see ext_matrix_uint4x3 30 | typedef mat<4, 3, uint, defaultp> umat4x3; 31 | 32 | /// @} 33 | }//namespace glm 34 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/quaternion_common_simd.inl: -------------------------------------------------------------------------------- 1 | #if GLM_ARCH & GLM_ARCH_SSE2_BIT 2 | 3 | namespace glm{ 4 | namespace detail 5 | { 6 | template 7 | struct compute_dot, float, true> 8 | { 9 | static GLM_FUNC_QUALIFIER float call(qua const& x, qua const& y) 10 | { 11 | return _mm_cvtss_f32(glm_vec1_dot(x.data, y.data)); 12 | } 13 | }; 14 | }//namespace detail 15 | }//namespace glm 16 | 17 | #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT 18 | 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/quaternion_transform.inl: -------------------------------------------------------------------------------- 1 | namespace glm 2 | { 3 | template 4 | GLM_FUNC_QUALIFIER qua rotate(qua const& q, T const& angle, vec<3, T, Q> const& v) 5 | { 6 | vec<3, T, Q> Tmp = v; 7 | 8 | // Axis of rotation must be normalised 9 | T len = glm::length(Tmp); 10 | if(abs(len - static_cast(1)) > static_cast(0.001)) 11 | { 12 | T oneOverLen = static_cast(1) / len; 13 | Tmp.x *= oneOverLen; 14 | Tmp.y *= oneOverLen; 15 | Tmp.z *= oneOverLen; 16 | } 17 | 18 | T const AngleRad(angle); 19 | T const Sin = sin(AngleRad * static_cast(0.5)); 20 | 21 | return q * qua::wxyz(cos(AngleRad * static_cast(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin); 22 | } 23 | }//namespace glm 24 | 25 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/scalar_constants.inl: -------------------------------------------------------------------------------- 1 | #include 2 | 3 | namespace glm 4 | { 5 | template 6 | GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType epsilon() 7 | { 8 | GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'epsilon' only accepts floating-point inputs"); 9 | return std::numeric_limits::epsilon(); 10 | } 11 | 12 | template 13 | GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType pi() 14 | { 15 | GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT, "'pi' only accepts floating-point inputs"); 16 | return static_cast(3.14159265358979323846264338327950288); 17 | } 18 | 19 | template 20 | GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType cos_one_over_two() 21 | { 22 | return genType(0.877582561890372716130286068203503191); 23 | } 24 | } //namespace glm 25 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/scalar_packing.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_scalar_packing 2 | /// @file glm/ext/scalar_packing.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup ext_scalar_packing GLM_EXT_scalar_packing 7 | /// @ingroup ext 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// This extension provides a set of function to convert scalar values to packed 12 | /// formats. 13 | 14 | #pragma once 15 | 16 | // Dependency: 17 | #include "../detail/qualifier.hpp" 18 | 19 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 20 | # pragma message("GLM: GLM_EXT_scalar_packing extension included") 21 | #endif 22 | 23 | namespace glm 24 | { 25 | /// @addtogroup ext_scalar_packing 26 | /// @{ 27 | 28 | 29 | /// @} 30 | }// namespace glm 31 | 32 | #include "scalar_packing.inl" 33 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/scalar_packing.inl: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Thirdparty/glm/ext/scalar_packing.inl -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_bool1.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_vector_bool1 2 | /// @file glm/ext/vector_bool1.hpp 3 | /// 4 | /// @defgroup ext_vector_bool1 GLM_EXT_vector_bool1 5 | /// @ingroup ext 6 | /// 7 | /// Exposes bvec1 vector type. 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// @see ext_vector_bool1_precision extension. 12 | 13 | #pragma once 14 | 15 | #include "../detail/type_vec1.hpp" 16 | 17 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 18 | # pragma message("GLM: GLM_EXT_vector_bool1 extension included") 19 | #endif 20 | 21 | namespace glm 22 | { 23 | /// @addtogroup ext_vector_bool1 24 | /// @{ 25 | 26 | /// 1 components vector of boolean. 27 | typedef vec<1, bool, defaultp> bvec1; 28 | 29 | /// @} 30 | }//namespace glm 31 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_bool2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_bool2.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec2.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 2 components vector of boolean. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<2, bool, defaultp> bvec2; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_bool3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_bool3.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec3.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 3 components vector of boolean. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<3, bool, defaultp> bvec3; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_bool4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_bool4.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec4.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 4 components vector of boolean. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<4, bool, defaultp> bvec4; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_double2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_double2.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec2.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 2 components vector of double-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<2, double, defaultp> dvec2; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_double3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_double3.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec3.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 3 components vector of double-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<3, double, defaultp> dvec3; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_double4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_double4.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec4.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 4 components vector of double-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<4, double, defaultp> dvec4; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_float1.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_vector_float1 2 | /// @file glm/ext/vector_float1.hpp 3 | /// 4 | /// @defgroup ext_vector_float1 GLM_EXT_vector_float1 5 | /// @ingroup ext 6 | /// 7 | /// Exposes single-precision floating point vector type with one component. 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// @see ext_vector_float1_precision extension. 12 | /// @see ext_vector_double1 extension. 13 | 14 | #pragma once 15 | 16 | #include "../detail/type_vec1.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_vector_float1 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_vector_float1 25 | /// @{ 26 | 27 | /// 1 components vector of single-precision floating-point numbers. 28 | typedef vec<1, float, defaultp> vec1; 29 | 30 | /// @} 31 | }//namespace glm 32 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_float2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_float2.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec2.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 2 components vector of single-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<2, float, defaultp> vec2; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_float3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_float3.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec3.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 3 components vector of single-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<3, float, defaultp> vec3; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_float4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_float4.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec4.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 4 components vector of single-precision floating-point numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<4, float, defaultp> vec4; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_int1.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_vector_int1 2 | /// @file glm/ext/vector_int1.hpp 3 | /// 4 | /// @defgroup ext_vector_int1 GLM_EXT_vector_int1 5 | /// @ingroup ext 6 | /// 7 | /// Exposes ivec1 vector type. 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// @see ext_vector_uint1 extension. 12 | /// @see ext_vector_int1_precision extension. 13 | 14 | #pragma once 15 | 16 | #include "../detail/type_vec1.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_vector_int1 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_vector_int1 25 | /// @{ 26 | 27 | /// 1 component vector of signed integer numbers. 28 | typedef vec<1, int, defaultp> ivec1; 29 | 30 | /// @} 31 | }//namespace glm 32 | 33 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_int2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_int2.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec2.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 2 components vector of signed integer numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<2, int, defaultp> ivec2; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_int3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_int3.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec3.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 3 components vector of signed integer numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<3, int, defaultp> ivec3; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_int4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_int4.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec4.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 4 components vector of signed integer numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<4, int, defaultp> ivec4; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_packing.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_vector_packing 2 | /// @file glm/ext/vector_packing.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup ext_vector_packing GLM_EXT_vector_packing 7 | /// @ingroup ext 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// This extension provides a set of function to convert vectors to packed 12 | /// formats. 13 | 14 | #pragma once 15 | 16 | // Dependency: 17 | #include "../detail/qualifier.hpp" 18 | 19 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 20 | # pragma message("GLM: GLM_EXT_vector_packing extension included") 21 | #endif 22 | 23 | namespace glm 24 | { 25 | /// @addtogroup ext_vector_packing 26 | /// @{ 27 | 28 | 29 | /// @} 30 | }// namespace glm 31 | 32 | #include "vector_packing.inl" 33 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_packing.inl: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Thirdparty/glm/ext/vector_packing.inl -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_uint1.hpp: -------------------------------------------------------------------------------- 1 | /// @ref ext_vector_uint1 2 | /// @file glm/ext/vector_uint1.hpp 3 | /// 4 | /// @defgroup ext_vector_uint1 GLM_EXT_vector_uint1 5 | /// @ingroup ext 6 | /// 7 | /// Exposes uvec1 vector type. 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// @see ext_vector_int1 extension. 12 | /// @see ext_vector_uint1_precision extension. 13 | 14 | #pragma once 15 | 16 | #include "../detail/type_vec1.hpp" 17 | 18 | #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) 19 | # pragma message("GLM: GLM_EXT_vector_uint1 extension included") 20 | #endif 21 | 22 | namespace glm 23 | { 24 | /// @addtogroup ext_vector_uint1 25 | /// @{ 26 | 27 | /// 1 component vector of unsigned integer numbers. 28 | typedef vec<1, unsigned int, defaultp> uvec1; 29 | 30 | /// @} 31 | }//namespace glm 32 | 33 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_uint2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_uint2.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec2.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 2 components vector of unsigned integer numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<2, unsigned int, defaultp> uvec2; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_uint3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_uint3.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec3.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 3 components vector of unsigned integer numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<3, unsigned int, defaultp> uvec3; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/ext/vector_uint4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/ext/vector_uint4.hpp 3 | 4 | #pragma once 5 | #include "../detail/type_vec4.hpp" 6 | 7 | namespace glm 8 | { 9 | /// @addtogroup core_vector 10 | /// @{ 11 | 12 | /// 4 components vector of unsigned integer numbers. 13 | /// 14 | /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors 15 | typedef vec<4, unsigned int, defaultp> uvec4; 16 | 17 | /// @} 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /Thirdparty/glm/mat2x2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/mat2x2.hpp 3 | 4 | #pragma once 5 | #include "./ext/matrix_double2x2.hpp" 6 | #include "./ext/matrix_double2x2_precision.hpp" 7 | #include "./ext/matrix_float2x2.hpp" 8 | #include "./ext/matrix_float2x2_precision.hpp" 9 | 10 | -------------------------------------------------------------------------------- /Thirdparty/glm/mat2x3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/mat2x3.hpp 3 | 4 | #pragma once 5 | #include "./ext/matrix_double2x3.hpp" 6 | #include "./ext/matrix_double2x3_precision.hpp" 7 | #include "./ext/matrix_float2x3.hpp" 8 | #include "./ext/matrix_float2x3_precision.hpp" 9 | 10 | -------------------------------------------------------------------------------- /Thirdparty/glm/mat2x4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/mat2x4.hpp 3 | 4 | #pragma once 5 | #include "./ext/matrix_double2x4.hpp" 6 | #include "./ext/matrix_double2x4_precision.hpp" 7 | #include "./ext/matrix_float2x4.hpp" 8 | #include "./ext/matrix_float2x4_precision.hpp" 9 | 10 | -------------------------------------------------------------------------------- /Thirdparty/glm/mat3x2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/mat3x2.hpp 3 | 4 | #pragma once 5 | #include "./ext/matrix_double3x2.hpp" 6 | #include "./ext/matrix_double3x2_precision.hpp" 7 | #include "./ext/matrix_float3x2.hpp" 8 | #include "./ext/matrix_float3x2_precision.hpp" 9 | 10 | -------------------------------------------------------------------------------- /Thirdparty/glm/mat3x3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/mat3x3.hpp 3 | 4 | #pragma once 5 | #include "./ext/matrix_double3x3.hpp" 6 | #include "./ext/matrix_double3x3_precision.hpp" 7 | #include "./ext/matrix_float3x3.hpp" 8 | #include "./ext/matrix_float3x3_precision.hpp" 9 | -------------------------------------------------------------------------------- /Thirdparty/glm/mat3x4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/mat3x4.hpp 3 | 4 | #pragma once 5 | #include "./ext/matrix_double3x4.hpp" 6 | #include "./ext/matrix_double3x4_precision.hpp" 7 | #include "./ext/matrix_float3x4.hpp" 8 | #include "./ext/matrix_float3x4_precision.hpp" 9 | -------------------------------------------------------------------------------- /Thirdparty/glm/mat4x2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/mat4x2.hpp 3 | 4 | #pragma once 5 | #include "./ext/matrix_double4x2.hpp" 6 | #include "./ext/matrix_double4x2_precision.hpp" 7 | #include "./ext/matrix_float4x2.hpp" 8 | #include "./ext/matrix_float4x2_precision.hpp" 9 | 10 | -------------------------------------------------------------------------------- /Thirdparty/glm/mat4x3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/mat4x3.hpp 3 | 4 | #pragma once 5 | #include "./ext/matrix_double4x3.hpp" 6 | #include "./ext/matrix_double4x3_precision.hpp" 7 | #include "./ext/matrix_float4x3.hpp" 8 | #include "./ext/matrix_float4x3_precision.hpp" 9 | -------------------------------------------------------------------------------- /Thirdparty/glm/mat4x4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/mat4x4.hpp 3 | 4 | #pragma once 5 | #include "./ext/matrix_double4x4.hpp" 6 | #include "./ext/matrix_double4x4_precision.hpp" 7 | #include "./ext/matrix_float4x4.hpp" 8 | #include "./ext/matrix_float4x4_precision.hpp" 9 | 10 | -------------------------------------------------------------------------------- /Thirdparty/glm/simd/exponential.h: -------------------------------------------------------------------------------- 1 | /// @ref simd 2 | /// @file glm/simd/experimental.h 3 | 4 | #pragma once 5 | 6 | #include "platform.h" 7 | 8 | #if GLM_ARCH & GLM_ARCH_SSE2_BIT 9 | 10 | GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_sqrt_lowp(glm_f32vec4 x) 11 | { 12 | return _mm_mul_ss(_mm_rsqrt_ss(x), x); 13 | } 14 | 15 | GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_sqrt_lowp(glm_f32vec4 x) 16 | { 17 | return _mm_mul_ps(_mm_rsqrt_ps(x), x); 18 | } 19 | 20 | #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT 21 | -------------------------------------------------------------------------------- /Thirdparty/glm/simd/packing.h: -------------------------------------------------------------------------------- 1 | /// @ref simd 2 | /// @file glm/simd/packing.h 3 | 4 | #pragma once 5 | 6 | #if GLM_ARCH & GLM_ARCH_SSE2_BIT 7 | 8 | #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT 9 | -------------------------------------------------------------------------------- /Thirdparty/glm/simd/trigonometric.h: -------------------------------------------------------------------------------- 1 | /// @ref simd 2 | /// @file glm/simd/trigonometric.h 3 | 4 | #pragma once 5 | 6 | #if GLM_ARCH & GLM_ARCH_SSE2_BIT 7 | 8 | #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT 9 | 10 | -------------------------------------------------------------------------------- /Thirdparty/glm/simd/vector_relational.h: -------------------------------------------------------------------------------- 1 | /// @ref simd 2 | /// @file glm/simd/vector_relational.h 3 | 4 | #pragma once 5 | 6 | #if GLM_ARCH & GLM_ARCH_SSE2_BIT 7 | 8 | #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT 9 | -------------------------------------------------------------------------------- /Thirdparty/glm/vec2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/vec2.hpp 3 | 4 | #pragma once 5 | #include "./ext/vector_bool2.hpp" 6 | #include "./ext/vector_bool2_precision.hpp" 7 | #include "./ext/vector_float2.hpp" 8 | #include "./ext/vector_float2_precision.hpp" 9 | #include "./ext/vector_double2.hpp" 10 | #include "./ext/vector_double2_precision.hpp" 11 | #include "./ext/vector_int2.hpp" 12 | #include "./ext/vector_int2_sized.hpp" 13 | #include "./ext/vector_uint2.hpp" 14 | #include "./ext/vector_uint2_sized.hpp" 15 | -------------------------------------------------------------------------------- /Thirdparty/glm/vec3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/vec3.hpp 3 | 4 | #pragma once 5 | #include "./ext/vector_bool3.hpp" 6 | #include "./ext/vector_bool3_precision.hpp" 7 | #include "./ext/vector_float3.hpp" 8 | #include "./ext/vector_float3_precision.hpp" 9 | #include "./ext/vector_double3.hpp" 10 | #include "./ext/vector_double3_precision.hpp" 11 | #include "./ext/vector_int3.hpp" 12 | #include "./ext/vector_int3_sized.hpp" 13 | #include "./ext/vector_uint3.hpp" 14 | #include "./ext/vector_uint3_sized.hpp" 15 | -------------------------------------------------------------------------------- /Thirdparty/glm/vec4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/vec4.hpp 3 | 4 | #pragma once 5 | #include "./ext/vector_bool4.hpp" 6 | #include "./ext/vector_bool4_precision.hpp" 7 | #include "./ext/vector_float4.hpp" 8 | #include "./ext/vector_float4_precision.hpp" 9 | #include "./ext/vector_double4.hpp" 10 | #include "./ext/vector_double4_precision.hpp" 11 | #include "./ext/vector_int4.hpp" 12 | #include "./ext/vector_int4_sized.hpp" 13 | #include "./ext/vector_uint4.hpp" 14 | #include "./ext/vector_uint4_sized.hpp" 15 | 16 | -------------------------------------------------------------------------------- /Thirdparty/libxmp-lite/lib/Win32/libxmp-lite.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Thirdparty/libxmp-lite/lib/Win32/libxmp-lite.dll -------------------------------------------------------------------------------- /Thirdparty/libxmp-lite/lib/Win32/libxmp-lite.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Thirdparty/libxmp-lite/lib/Win32/libxmp-lite.lib -------------------------------------------------------------------------------- /Thirdparty/libxmp-lite/lib/Win32/libxmp-lite.pdb: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Thirdparty/libxmp-lite/lib/Win32/libxmp-lite.pdb -------------------------------------------------------------------------------- /Thirdparty/openal-soft/include/AL/efx-creative.h: -------------------------------------------------------------------------------- 1 | /* The tokens that would be defined here are already defined in efx.h. This 2 | * empty file is here to provide compatibility with Windows-based projects 3 | * that would include it. */ 4 | -------------------------------------------------------------------------------- /Thirdparty/openal-soft/lib/Win32/OpenAL32.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Thirdparty/openal-soft/lib/Win32/OpenAL32.dll -------------------------------------------------------------------------------- /Thirdparty/openal-soft/lib/Win32/OpenAL32.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Thirdparty/openal-soft/lib/Win32/OpenAL32.lib -------------------------------------------------------------------------------- /Thirdparty/openal-soft/lib/Win32/libOpenAL32.dll.a: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/Thirdparty/openal-soft/lib/Win32/libOpenAL32.dll.a -------------------------------------------------------------------------------- /UnrealEd.exe: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fgsfdsfgs/UE1/d2f1d5561e278fdef39f6807b0aa9203144a6640/UnrealEd.exe --------------------------------------------------------------------------------