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class ImpactDust extends xEmitter; var() float MaxImpactParticles; simulated function Kick( Vector position, float atten ) { SetLocation( position ); mLastPos = position; mStartParticles = ClampToMaxParticles(mStartParticles + MaxImpactParticles * atten); } defaultproperties { Style=STY_Translucent mSpawningType=ST_AimedSphere mRegen=true; mDirDev=(X=1.0,Y=1.0,Z=0.0) mPosDev=(X=8.0,Y=8.0,Z=0.0) mAirResistance=0.4 mDelayRange(0)=0.000000 mDelayRange(1)=0.100000 mLifeRange(0)=0.800000 mLifeRange(1)=1.40000 mSpeedRange(0)=20.000000 mSpeedRange(1)=30.000000 mSizeRange(0)=20.000000 mSizeRange(1)=25.000000 mRegenRange(0)=0.0 mRegenRange(1)=0.0 mMassRange(0)=-0.05 mMassRange(1)=-0.1 mNumTileColumns=4 mNumTileRows=4 mRegenDist=0.0 mStartParticles=1 mMaxParticles=150 Skins(0)=Texture'EmitLightSmoke_t' mColorRange(0)=(R=11,G=16,B=16,A=255) mColorRange(1)=(R=22,G=22,B=22,A=255) mAttenKa=0.05 MaxImpactParticles=20.0 } |
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