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- weapon/rail/trail {
- if(enemy) {
- color 1 0 0
- }
- size r_railCoreWidth*2.75
- shader railCore
- emitter cg_railTrailTime * 0.001 {
- colorFade 0
- Beam
- }
- color 1 1 1
- size r_railCoreWidth*0.5
- shader railCore
- emitter cg_railTrailTime * 0.001 {
- colorFade 0
- Beam
- }
- pushparent color2
- pop color
- shader railDisc
- t0 dir
- normalize dir
- perpendicular dir v0
- scale v0 v0 4
- size 1.1
- t1 rand*360
- repeat ( t0 / 0.5 ) {
- rotatearound v0 dir v1 t1
- t1 t1 + 20
- addScale v1 dir origin loop * t0
- add parentOrigin origin origin
- emitter 0.8+loop {
- addScale origin v1 origin lerp * 0.8
- colorFade 0.7
- Sprite
- }
- }
- }
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