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class BloodSplatterPurple extends xScorch; var texture Splats[3]; simulated function PostBeginPlay() { ProjTexture = splats[Rand(3)]; Super.PostBeginPlay(); } defaultproperties { LifeSpan=5 splats(0)=Texture'BloodSplat1P' splats(1)=Texture'BloodSplat2P' splats(2)=Texture'BloodSplat3P' ProjTexture=Texture'BloodSplat1P' RemoteRole=ROLE_None FOV=6 bClipStaticMesh=True CullDistance=+7000.0 } |
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