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class ShockProjMuzFlash extends xEmitter; #exec OBJ LOAD FILE=xGameShaders.utx var int mNumPerFlash; simulated function Trigger(Actor Other, Pawn EventInstigator) { mStartParticles += mNumPerFlash; } defaultproperties { mNumPerFlash=3 mParticleType=PT_Mesh mStartParticles=0 mMaxParticles=6 mLifeRange(0)=0.200000 mLifeRange(1)=0.200000 mRegenRange(0)=0.000000 mRegenRange(1)=0.000000 mSpawnVecB=(Z=0.000000) mSpeedRange(0)=0.000000 mSpeedRange(1)=0.000000 mPosRelative=Wahr mAirResistance=0.000000 mSizeRange(0)=0.600000 mSizeRange(1)=0.700000 mAttenKa=0.000000 mRandTextures=Wahr mNumTileColumns=2 mNumTileRows=2 mMeshNodes(0)=StaticMesh'XEffects.MinigunMuzFlash1stMesh' Skins(0)=FinalBlend'XGameShaders.WeaponShaders.ShockMuzFlash1stFinal' Style=STY_Additive } |
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