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class Corroded extends DamageType abstract; static function class<Effects> GetPawnDamageEffect( vector HitLocation, float Damage, vector Momentum, Pawn Victim, bool bLowDetail ) { return Default.PawnDamageEffect; } defaultproperties { DeathString="%o was dissolved by %k's." FemaleSuicide="%o dissolved in slime." MaleSuicide="%o dissolved in slime." FlashFog=(X=450,Y=700,Z=230) bLocationalHit=false } |
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