class M32_RedAttachment extends M32Attachment; var array SkinRefs; static function PreloadAssets(optional KFWeaponAttachment Spawned) { local int i; Super.PreloadAssets(Spawned); for ( i = 0; i < default.SkinRefs.Length; i++ ) { default.Skins[i] = Material(DynamicLoadObject(default.SkinRefs[i], class'Material')); if ( Spawned != none ) { Spawned.Skins[i] = default.Skins[i]; } } } static function bool UnloadAssets() { local int i; for ( i = 0; i < default.Skins.Length; i++ ) default.Skins[i] = none; return super.UnloadAssets(); } defaultproperties { SkinRefs(0)="LaSGunSkins_T.M32_Red.M32_Red_3rd" }