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class ShockExplosion extends xEmitter; simulated event PostBeginPlay() { local PlayerController PC; Super.PostBeginPlay(); SetTimer(0.5, false); if ( Level.bDropDetail ) { bDynamicLight = false; LightType = LT_None; } else { PC = Level.GetLocalPlayerController(); if ( (PC.ViewTarget == None) || (VSize(PC.ViewTarget.Location - Location) > 4000) ) { LightType = LT_None; bDynamicLight = false; } } } simulated function Timer() { LightType = LT_None; } defaultproperties { LifeSpan=2.0 mParticleType=PT_Mesh mMeshNodes(0)=StaticMesh'EffectsSphere144' Skins(0)=FinalBlend'XEffectMat.ShockDarkFB' mRegen=true mStartParticles=1 mMaxParticles=1 mRegenRange(0)=0.0 mRegenRange(1)=0.0 mLifeRange(0)=0.6 mLifeRange(1)=0.6 mSizeRange(0)=0.6 mSizeRange(1)=0.6 mSpeedRange(0)=0.0 mSpeedRange(1)=0.0 mGrowthRate=1.2 mAttenKa=0.3 mRandOrient=true mAttenFunc=ATF_ExpInOut mColorRange(0)=(R=100,B=100,G=100) mColorRange(1)=(R=100,B=100,G=100) bDynamicLight=true LightType=LT_Steady LightEffect=LE_QuadraticNonIncidence LightBrightness=255 LightHue=195 LightSaturation=85 LightRadius=5 bAttenByLife=true } |
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