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class BloodSplatterPurple extends xScorch; var texture Splats[3]; simulated function PostBeginPlay() { ProjTexture = splats[Rand(3)]; Super.PostBeginPlay(); } defaultproperties { Splats(0)=Texture'XEffects.BloodSplat1P' Splats(1)=Texture'XEffects.BloodSplat2P' Splats(2)=Texture'XEffects.BloodSplat3P' ProjTexture=Texture'XEffects.BloodSplat1P' FOV=6 bClipStaticMesh=True CullDistance=7000.000000 LifeSpan=5.000000 } |
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