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class ShieldEffect extends Actor; #exec OBJ LOAD FILE=XEffectMat.utx var float Brightness, DesiredBrightness; function Flash(int Drain) { Brightness = FMin(Brightness + Drain / 2, 250.0); Skins[0] = Skins[1]; SetTimer(0.2, false); } function Timer() { Skins[0] = default.Skins[0]; } function SetBrightness(int b) { DesiredBrightness = FMin(50+b*2, 250.0); } defaultproperties { Brightness=250.000000 DesiredBrightness=250.000000 DrawType=DT_StaticMesh StaticMesh=StaticMesh'WeaponStaticMesh.Shield' bHidden=True bOnlyOwnerSee=True RemoteRole=ROLE_None DrawScale=1.800000 Skins(0)=FinalBlend'XEffectMat.Shield.Shield3rdFB' Skins(1)=FinalBlend'XEffectMat.Shield.ShieldRip3rdFB' AmbientGlow=250 bUnlit=True } |
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