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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTVehicleDeathPiece extends UTGib_Vehicle notplaceable; var ParticleSystemComponent PSC; /** We need to skip the UTGib_Vehicle PreBeginPlay because UTGib_Vehicle tries to ChooseGib which we don't want to do **/ simulated event PreBeginPlay() { Super(Actor).PreBeginPlay(); } defaultproperties { Begin Object Class=ParticleSystemComponent Name=Particles ObjName=Particles Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' Template=ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SpecialCase_1_Attach' Name="Particles" ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' End Object PSC=Particles Begin Object Class=DynamicLightEnvironmentComponent Name=GibLightEnvironmentComp ObjName=GibLightEnvironmentComp Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTGib_Vehicle:GibLightEnvironmentComp' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTGib_Vehicle:GibLightEnvironmentComp' End Object GibLightEnvironment=GibLightEnvironmentComp Begin Object Class=UTGibStaticMeshComponent Name=VehicleGibStaticMeshComp ObjName=VehicleGibStaticMeshComp Archetype=UTGibStaticMeshComponent'UTGame.Default__UTGibStaticMeshComponent' LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicleDeathPiece:GibLightEnvironmentComp' CachedCullDistance=8000.000000 ScriptRigidBodyCollisionThreshold=1.000000 Name="VehicleGibStaticMeshComp" ObjectArchetype=UTGibStaticMeshComponent'UTGame.Default__UTGibStaticMeshComponent' End Object GibMeshComp=VehicleGibStaticMeshComp Components(0)=GibLightEnvironmentComp Components(1)=VehicleGibStaticMeshComp Components(2)=Particles CollisionComponent=VehicleGibStaticMeshComp Name="Default__UTVehicleDeathPiece" ObjectArchetype=UTGib_Vehicle'UTGame.Default__UTGib_Vehicle' } |
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