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class FlakAttachment extends xWeaponAttachment; var class<FlakMuzFlash3rd> mMuzFlashClass; var xEmitter mMuzFlash3rd; simulated function Destroyed() { if (mMuzFlash3rd != None) mMuzFlash3rd.Destroy(); Super.Destroyed(); } simulated event ThirdPersonEffects() { local rotator r; if ( Level.NetMode != NM_DedicatedServer && FlashCount > 0 ) { WeaponLight(); if (mMuzFlash3rd == None) { mMuzFlash3rd = Spawn(mMuzFlashClass); AttachToBone(mMuzFlash3rd, 'tip'); } if (mMuzFlash3rd != None) { r.Roll = Rand(65536); SetBoneRotation('Bone_Flash', r, 0, 1.f); mMuzFlash3rd.mStartParticles++; } } Super.ThirdPersonEffects(); } defaultproperties { mMuzFlashClass=Class'XEffects.FlakMuzFlash3rd' bHeavy=Wahr LightType=LT_Steady LightEffect=LE_NonIncidence LightHue=30 LightSaturation=150 LightBrightness=255.000000 LightRadius=4.000000 Mesh=SkeletalMesh'Weapons.Flak_3rd' } |
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