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/** * effect that links the orb to a node it's protecting. In C++ we do extra work to make sure the beam start point stays inside the orb mesh * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. **/ class UTEmit_OrbLinkEffect extends UTEmitter native(Onslaught); // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { Begin Object Class=ParticleSystemComponent Name=ParticleSystemComponent0 ObjName=ParticleSystemComponent0 Archetype=ParticleSystemComponent'UTGame.Default__UTEmitter:ParticleSystemComponent0' bUpdateComponentInTick=True Translation=(X=0.000000,Y=5.000000,Z=5.000000) AbsoluteRotation=True ObjectArchetype=ParticleSystemComponent'UTGame.Default__UTEmitter:ParticleSystemComponent0' End Object ParticleSystemComponent=ParticleSystemComponent0 Components(0)=ParticleSystemComponent0 LifeSpan=0.000000 Name="Default__UTEmit_OrbLinkEffect" ObjectArchetype=UTEmitter'UTGame.Default__UTEmitter' } |
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