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class ShockComboVortex extends MeshEffect; #exec OBJ LOAD FILE=XEffectMat.utx var() Rotator InitialRot; event PostBeginPlay() { Super.PostBeginPlay(); SetRotation(InitialRot); } defaultproperties { DrawType=DT_Mesh Mesh=VertMesh'ShockVortexMesh' Skins(0)=FinalBlend'XEffectMat.ShockElecRingFB' bUnlit=true bAlwaysFaceCamera=true LifeTime=1.0 FadeInterp=(InTime=0.0,InStyle=IS_Linear,OutTime=0.9,OutStyle=IS_Linear) ScaleInterp=(Start=0.4,Mid=1.6,End=0.2,InTime=0.4,InStyle=IS_InvExp,OutTime=0.4,OutStyle=IS_InvExp) InitialRot=(Roll=16384) } |
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