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class MinigunMuzFlash1st extends xEmitter; #exec OBJ LOAD FILE=xGameShaders.utx #exec STATICMESH IMPORT NAME=MinigunMuzFlash1stMesh FILE=Models\MinigunMuzFlash1st.lwo COLLISION=0 var int mNumPerFlash; simulated function Trigger(Actor Other, Pawn EventInstigator) { mStartParticles += mNumPerFlash; } defaultproperties { DrawScale=0.900000 mTileAnimation=true mNumTileRows=2 mNumTileColumns=2 mNumPerFlash=5 mStartParticles=0 mMaxParticles=5 mLifeRange(0)=0.10000 mLifeRange(1)=0.15000 mRegenRange(0)=0.0 mRegenRange(1)=0.0 mSpeedRange(0)=0.000000 mSpeedRange(1)=0.000000 mAirResistance=0.000000 mSizeRange(0)=0.0500000 mSizeRange(1)=0.080000 mGrowthRate=3.00000 mMeshNodes(0)=StaticMesh'MinigunMuzFlash1stMesh' mSpawnVecB=(Z=0.000000) mParticleType=PT_Mesh mPosRelative=True mRandOrient=false mRandTextures=True Skins(0)=FinalBlend'xGameShaders.WeaponShaders.MinigunMuzFlash1stFinal' Style=STY_Additive } |
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