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class BioMuzFlash1st extends xEmitter; #exec OBJ LOAD FILE=xGameShaders.utx var int mNumPerFlash; simulated function Trigger(Actor Other, Pawn EventInstigator) { mStartParticles += mNumPerFlash; } defaultproperties { mNumPerFlash=1 mParticleType=PT_Mesh mStartParticles=0 mMaxParticles=5 mLifeRange(0)=0.100000 mLifeRange(1)=0.150000 mRegenRange(0)=0.000000 mRegenRange(1)=0.000000 mSpawnVecB=(Z=0.000000) mSpeedRange(0)=0.000000 mSpeedRange(1)=0.000000 mPosRelative=True mAirResistance=0.000000 mRandOrient=True mSizeRange(0)=0.600000 mSizeRange(1)=0.800000 mGrowthRate=10.000000 mColorRange(0)=(B=180,G=180,R=180) mColorRange(1)=(B=180,G=180,R=180) mMeshNodes(0)=StaticMesh'XEffects.FlakMuzFlashMesh' bHidden=True Skins(0)=FinalBlend'XGameShaders.WeaponShaders.BioFlashFinal' } |
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