*!@6X3|J^M޻bNoneMinRangeMaxXYZ RangeVectorAddPrecacheMaterialVector RelativeTime RelativeSizeSpinParticlesWAutomaticInitialSpawningInitialParticlesPerSecond MaxParticlesCoreEngineSystemPlane StreamlineFXFadeOutRespawnDeadParticlesStartSizeRange SizeScale bNoDeleteStartVelocityRangeSpinsPerSecondRange bHardAttach EmittersUseRotationFromFadeOutFactor bDirectional DrawStyleTexture SpinCCWorCW UniformSize UseSizeScaleColor AccelerationResetAfterChangeUseRegularSizeScaleUseSkeletalLocationAsFadeOutStartTimeStartLocationShape DetailModeSphereRadiusRangeAddVelocityFromOwnerbLightChangedUseVelocityScaleTriggerDisabledUseRandomSubdivisionTextureVSubdivisionsStartSpinRangeScaleSizeByVelocityMultiplierAddVelocityMultiplierRangeSubdivisionStartLifetimeRangeTextureUSubdivisionsStartLocationRangeUseColorScale ColorScaleOpacity StaticMeshZoneiLeaf FadeInFactormRegen mRegenPause mRegenOnTimemRegenOffTimemStartParticlesmMaxParticles PointRegion mRegenRange mRandOrient ZoneNumber mGrowthRate XEffects LocationRegion bSelectedbFixedRotationDirTagPostBeginPlay mLifeRange UseLowGoreUseSpawnedVelocityScale UseCollisionSTR_dripping_red_blood MeshSpawningUniformMeshScaleUseColorFromMeshSTR_dripping_green_blood DampRotation mMeshNodesMinigunMuzFlash1st AmbientGlow&DetermineVelocityByLocationDifferenceSTR_green_blood_puffSkins DrawScale3D DrawScale mNumTileRowsDampingFactorRangeMaxCollisionsmNumTileColumns mAttenKbSTR_linkgunfire mSizeRangeUpdatePrecacheMaterialsCoordinateSystemSTR_minigunshell_spewer AutoDestroyStyleUpdatePrecacheStaticMeshes LifeSpanAssaultMuzFlash1stAddPrecacheStaticMeshSTR_assualt_muzzleflashRotationDampingFactorRangeSTR_minigun_flashSizeScaleRepeatsSTR_minigun_muzzleflashUseParticleColorScaleSizeByVelocityMaxRelativeWarmupTimeParticlesPerSecondSTR_red_blood_puffmUseMeshNodesLinkEffects ScriptText LevelInfo GameInfoLevel FinalBlend MeshEmitterEpicParticles SoftFlareFlaresBeamsShaders Smokepuff2Smoke BurnFlare1FlameGradientWhiteStreak01aw SmokepuffIonBurn Grad_Falloff AS_FX_TX Trail_redTrails XGameShadersMinigun_burst minigunflashMinigunFlashFinalWeaponShadersAW-2004Particles MuchSmoke2tAlienBloodJetEmitterSpriteEmitterrocketblastmark ExplosionTex exp2_frames exp1_framesFramedSmokeReOrdered we1_frames exp7_framesXGameShadersBBlood BloodJetcMinigunFlashMesh BotSparkRexpt XEffectMatShocklink_muz_greenshock_Energy_green_faded purple_line shock_flashLinkMuzFlashTexSmokeAlphab_tShellCasingTex ShellCasing RocketFlareEmitterTextures MultiFrame rockchunks02WeaponStaticMesh RocketProjLinkProjectileRocketShellTex WeaponSkins XWeapons_rc ShockBeamTexParticleEmitterActorClassPackage TextBufferObject FunctionFireArrayPropertyObjectProperty linkgunbolt linkgunflashlinkgunsecflashx@ag-JODSEFBG@AH"I"V>K@BLn=N$?B1QJJAB"MTvP: CRJclass STR_assualt_muzzleflash extends AssaultMuzFlash1st placeable; ^@3׆S!4class STR_dripping_green_blood extends Emitter; Z@N܈YcW=S!cclass STR_dripping_red_blood extends Emitter; function PostBeginPlay() { Super.PostBeginPlay(); if ( class'GameInfo'.Static.UseLowGore() ) Emitters[0].Texture = texture'XGameShadersB.Blood.AlienBloodJet'; } d@t͆S!0class STR_green_blood_puff extends Emitter; m@$ &ن܃0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I0I)1SbS!^)class STR_linkgunfire extends Emitter; simulated function UpdatePrecacheStaticMeshes() { Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp7_frames'); Level.AddPrecacheMaterial(Material'EpicParticles.Flares.SoftFlare'); Level.AddPrecacheMaterial(Material'AW-2004Particles.Fire.MuchSmoke2t'); Level.AddPrecacheMaterial(Material'AS_FX_TX.Trails.Trail_red'); Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp1_frames'); Level.AddPrecacheMaterial(Material'EmitterTextures.MultiFrame.rockchunks02'); Level.AddPrecacheMaterial(Material'XGameShadersB.Blood.BloodJetc'); Level.AddPrecacheMaterial(Material'XEffects.Skins.Rexpt'); Level.AddPrecacheMaterial(Material'XEffects.SmokeAlphab_t'); Level.AddPrecacheMaterial(Material'WeaponSkins.Skins.RocketShellTex'); Level.AddPrecacheMaterial(Material'XEffects.RocketFlare'); Level.AddPrecacheMaterial(Material'XEffects.rocketblastmark'); Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.SmokeReOrdered'); Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.we1_frames'); Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp2_frames'); Level.AddPrecacheMaterial(Material'XEffectMat.Link.link_muz_green'); Level.AddPrecacheMaterial(Material'XEffects.Effects.LinkMuzFlashTex'); Level.AddPrecacheMaterial(Material'XEffects.ShellCasingTex'); Level.AddPrecacheMaterial(Material'XGameShadersB.Blood.AlienBloodJet'); Level.AddPrecacheMaterial(Material'XGameShaders.WeaponShaders.minigunflash'); Level.AddPrecacheMaterial(Material'XGameShaders.WeaponShaders.Minigun_burst'); Level.AddPrecacheMaterial(Material'XEffects.Skins.BotSpark'); Level.AddPrecacheMaterial(Material'XWeapons_rc.Effects.ShockBeamTex'); Level.AddPrecacheMaterial(Material'XEffectMat.Shock.purple_line'); Level.AddPrecacheMaterial(Material'XEffectMat.Shock.shock_flash'); Level.AddPrecacheMaterial(Material'XEffectMat.Shock.shock_Energy_green_faded'); Level.AddPrecacheMaterial(Material'EpicParticles.Smoke.Smokepuff2'); Level.AddPrecacheMaterial(Material'EpicParticles.Smoke.FlameGradient'); Level.AddPrecacheMaterial(Material'EpicParticles.Shaders.Grad_Falloff'); Level.AddPrecacheMaterial(Material'EpicParticles.Fire.IonBurn'); Level.AddPrecacheMaterial(Material'EpicParticles.Flares.BurnFlare1'); Level.AddPrecacheMaterial(Material'EpicParticles.Beams.WhiteStreak01aw'); Level.AddPrecacheMaterial(Material'EpicParticles.Smoke.Smokepuff'); Super.UpdatePrecacheStaticMeshes(); } simulated function UpdatePrecacheMaterials() { Level.AddPrecacheStaticMesh(StaticMesh'WeaponStaticMesh.RocketProj'); Super.UpdatePrecacheMaterials(); } q@ s1SS!3class STR_minigunshell_spewer extends Emitter; z@ y4PS!-class STR_minigun_flash extends Emitter; |@ L;ODSEFBG@AH"I"V>K8BLN$?l$>k"h"`1u$>QJJAB"MTaP: C=g$L>f: L>L>?eYsRJclass STR_minigun_muzzleflash extends MinigunMuzFlash1st placeable; A@܈YcW=S!^class STR_red_blood_puff extends Emitter; function PostBeginPlay() { Super.PostBeginPlay(); if ( class'GameInfo'.Static.UseLowGore() ) Emitters[0].Texture = texture'XGameShadersB.Blood.AlienBloodJet'; } UO1. 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