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class ImpactDust extends xEmitter; var() float MaxImpactParticles; simulated function Kick( Vector position, float atten ) { SetLocation( position ); mLastPos = position; mStartParticles = ClampToMaxParticles(mStartParticles + MaxImpactParticles * atten); } defaultproperties { MaxImpactParticles=20.000000 mSpawningType=ST_AimedSphere mMaxParticles=150 mDelayRange(1)=0.100000 mLifeRange(0)=0.800000 mLifeRange(1)=1.400000 mRegenRange(0)=0.000000 mRegenRange(1)=0.000000 mDirDev=(X=1.000000,Y=1.000000) mPosDev=(X=8.000000,Y=8.000000) mSpeedRange(0)=20.000000 mSpeedRange(1)=30.000000 mMassRange(0)=-0.050000 mMassRange(1)=-0.100000 mSizeRange(0)=20.000000 mSizeRange(1)=25.000000 mColorRange(0)=(B=16,G=16,R=11) mColorRange(1)=(B=22,G=22,R=22) mAttenKa=0.050000 mNumTileColumns=4 mNumTileRows=4 Skins(0)=Texture'XEffects.EmitLightSmoke_t' Style=STY_Translucent } |
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