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class RelicSpawnEffect expands Effects; simulated function PostBeginPlay() { local int i; Super.PostBeginPlay(); if ( Level.bDropDetail ) LightType = LT_None; if ( Owner != None ) { mesh = Owner.Mesh; if ( !Owner.bIsPawn ) skin = Owner.Skin; else skin = texture'RelicBlue'; Style = STY_Translucent; ScaleGlow = 1.0; if (Owner.IsA('Inventory')) DrawScale = Inventory(Owner).PickupViewScale; else DrawScale = Owner.DrawScale; } Playsound(sound'RespawnSound2'); } simulated function Tick(float Delta) { ScaleGlow -= Delta; if (ScaleGlow <= 0) Destroy(); } defaultproperties { bNetOptional=True RemoteRole=ROLE_SimulatedProxy DrawType=DT_Mesh bUnlit=True LightType=LT_Steady LightEffect=LE_NonIncidence LightBrightness=210 LightHue=30 LightSaturation=224 LightRadius=5 } |
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