Class FSGibBloodLeak extends XSpriteEmitter Transient; simulated function PostBeginPlay() { SetTimer(3.f+FRand()*3.f,false); } simulated function Timer() { Kill(); } defaultproperties { RotationsPerSec=(Z=(Min=-2.000000,Max=2.000000)) InitialRot=(Z=(Max=1.000000)) MaxParticles=30 LifetimeRange=(Min=0.250000,Max=0.600000) ParticleTextures(0)=Texture'UnrealShare.BloodPool8' ParticleTextures(1)=Texture'UnrealShare.BloodPool9' ParticleTextures(2)=Texture'UnrealShare.BloodSplat1' ParticleTextures(3)=Texture'UnrealShare.BloodSplat10' ParticleTextures(4)=Texture'UnrealShare.BloodSplat2' ParticleTextures(5)=Texture'UnrealShare.BloodSplat3' ParticleTextures(6)=Texture'UnrealShare.BloodSplat4' ParticleTextures(7)=Texture'UnrealShare.BloodSplat5' ParticleTextures(8)=Texture'UnrealShare.BloodSplat6' ParticleTextures(9)=Texture'UnrealShare.BloodSplat7' ParticleStyle=STY_Modulated StartingScale=(Min=0.020000,Max=0.100000) TimeScale(0)=(DrawScaling=1.000000,Time=0.800000) TimeScale(1)=(Time=1.000000) ParticleAcceleration=(Z=(Min=-600.000000,Max=-600.000000)) SphereCylVelocity=(Min=65.000000,Max=80.000000) SpawnVelType=SP_Cylinder ParticleCollision=ECT_HitWalls ParticleBounchyness=(X=0.200000,Y=0.200000,Z=0.200000) bUseRandomTex=True bCylRangeBasedOnPos=True bStasisEmitter=False bNoUpdateOnInvis=False RemoteRole=ROLE_None }