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- // muzzle
- StylePtr<Layers<
- Black,
- TransitionEffectL<TrConcat<TrDelay<100>,White,TrFade<200>,Red,TrFade<300>>,EFFECT_FIRE>,
- TransitionEffectL<TrConcat<TrDelay<100>,DeepSkyBlue,TrFade<200>,Blinking<Black,Blue,100,500>,TrFade<300>>,EFFECT_STUN>,
- LockupTrL<Layers<
- TransitionLoopL<TrConcat<TrInstant,White,TrFade<50>,Red,TrFade<150>>>>,TrInstant,TrConcat<TrInstant,Rgb<50,0,0>,TrFade<400>>,SaberBase::LOCKUP_AUTOFIRE>,
- TransitionEffectL<TrConcat<TrSmoothFade<500>,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<Scale<BatteryLevel,Int<0>,Int<35000>>,Int<-1>>>,TrDelay<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<BatteryLevel,Int<-1>>>,TrSmoothFade<1000>>,EFFECT_BATTERY_LEVEL>,
- TransitionEffectL<TrConcat<TrInstant,Mix<Trigger<EFFECT_DESTRUCT,WavLen<EFFECT_DESTRUCT>,Int<1>,Int<1>>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,500>,Strobe<Black,Red,15,30>>,TrDelayX<WavLen<EFFECT_DESTRUCT>>>,EFFECT_DESTRUCT>
- >>(),
- // barrel
- StylePtr<Layers<
- Black,
- TransitionEffectL<TrConcat<TrWipe<100>,White,TrWipe<100>,Red,TrWipe<200>>,EFFECT_FIRE>,
- TransitionEffectL<TrConcat<TrWipe<100>,DeepSkyBlue,TrWipe<100>,Blinking<Black,Blue,100,500>,TrWipe<200>>,EFFECT_STUN>,
- LockupTrL<Layers<
- TransitionLoopL<TrConcat<TrWipe<50>,Red,TrWipe<150>>>,
- TransitionLoopL<TrConcat<TrInstant,AlphaL<White,Bump<Int<0>,Int<25000>>>,TrFade<200>>>,
- TransitionLoopL<TrConcat<TrInstant,AlphaL<White,Bump<Int<0>,Int<25000>>>,TrFade<200>>>>,TrConcat<TrInstant,Rgb<255,100,100>,TrFade<200>>,TrJoin<TrConcat<TrInstant,AlphaL<Rgb<50,0,0>,Bump<Int<32768>,Int<60000>>>,TrFade<400>>,TrWipeX<Int<400>>,TrWaveX<Rgb<50,0,0>,Int<1800>,Int<40>,Int<400>,Int<5000>>>,SaberBase::LOCKUP_AUTOFIRE>
- >>(),
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