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class ShellSpewer extends xEmitter; #exec TEXTURE IMPORT NAME=ShellCasingTex FILE=Textures\ShellCasing.tga LODSET=2 DXT=5 #exec STATICMESH IMPORT NAME=ShellCasing FILE=Models\ShellCasing.lwo COLLISION=0 var() Sound ShellImpactSnd; function CollisionSound() { PlaySound(ShellImpactSnd); } defaultproperties { bHighDetail=true mStartParticles=0 mMaxParticles=150 mLifeRange(0)=0.500000 mLifeRange(1)=1.000000 mRegenRange(0)=0.000000 //18 mRegenRange(1)=0.000000 //18 mSpeedRange(0)=200.000000 //250 mSpeedRange(1)=250.000000 //300 mMassRange(0)=2.000000 mMassRange(1)=2.000000 mDirDev=(X=0.500000,Y=0.200000,Z=0.600000) mSpinRange(0)=-100.0 mSpinRange(1)=100.0 mParticleType=PT_Mesh DrawScale=0.05000 mCollision=false //TODO: fix collision mColMakeSound=true mMeshNodes(0)=StaticMesh'ShellCasing' Skins(0)=Texture'ShellCasingTex' ShellImpactSnd=Sound'WeaponSounds.P1Shell1' mAttenFunc=ATF_None RemoteRole=ROLE_None bNetTemporary=false } |
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