class MuzzleFlash1stSVDS extends ROMuzzleFlash1st; simulated function Trigger(Actor Other, Pawn EventInstigator) { Emitters[0].SpawnParticle(1); } defaultproperties { Begin Object Class=SpriteEmitter Name=SpriteEmitter0 RespawnDeadParticles=False UniformSize=True AutomaticInitialSpawning=False Opacity=0.100000 MaxParticles=1 StartSizeRange=(X=(Min=50.000000,Max=50.000000)) DrawStyle=PTDS_Brighten Texture=Texture'Effects_Tex.Smoke.MuzzleCorona1stP' LifetimeRange=(Min=0.100000,Max=0.100000) End Object Emitters(0)=SpriteEmitter'ScrnWeaponPack.MuzzleFlash1stSVDS.SpriteEmitter0' }