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class Corroded extends DamageType abstract; static function class<Effects> GetPawnDamageEffect( vector HitLocation, float Damage, vector Momentum, Pawn Victim, bool bLowDetail ) { return Default.PawnDamageEffect; } defaultproperties { DeathString="%o was dissolved by %k's." FemaleSuicide="%o dissolved in slime." MaleSuicide="%o dissolved in slime." bLocationalHit=False FlashFog=(X=450.000000,Y=700.000000,Z=230.000000) } |
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