class BreakWindowGlassEmitter extends KFHitEmitter;
             #exec OBJ LOAD FILE=KFWeaponSound.uax

defaultproperties
{
    ImpactSounds(0)=Sound'KFWeaponSound.bullethitglass'
    ImpactSounds(1)=Sound'KFWeaponSound.bullethitglass2'


   Begin Object Class=SpriteEmitter Name=GlassExplosionEmitter
    UseCollision=True
    FadeOut=True
    RespawnDeadParticles=False
    SpinParticles=True
    UniformSize=True
    AutomaticInitialSpawning=False
    BlendBetweenSubdivisions=True
    UseRandomSubdivision=True
    Acceleration=(Z=-800.000000)
    DampingFactorRange=(X=(Min=0.000000,Max=0.800000),Y=(Min=0.000000,Max=0.800000),Z=(Min=0.000000,Max=0.400000))
    ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
    ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
    FadeOutStartTime=1.000000
    MaxParticles=20
    Name="GlassExplosionEmitter"
    DetailMode=DM_High
    StartLocationRange=(X=(Min=-20.000000,Max=20.000000),Y=(Min=-20.000000,Max=20.000000),Z=(Min=-20.000000,Max=20.000000))
    SpinsPerSecondRange=(X=(Max=0.200000))
    StartSpinRange=(X=(Min=1.000000))
    StartSizeRange=(X=(Min=5.000000,Max=7.000000))
    ParticlesPerSecond=0
    InitialParticlesPerSecond=200
    DrawStyle=PTDS_AlphaBlend
    Texture=Texture'KFMaterials.GlassChips'
    TextureUSubdivisions=4
    TextureVSubdivisions=4
    LifetimeRange=(Min=2.000000)
    StartVelocityRange=(X=(Min=-200.000000,Max=200.000000),Y=(Min=-200.000000,Max=200.000000),Z=(Min=-200.000000,Max=200.000000))
    MaxAbsVelocity=(Z=500.000000)
End Object

     Emitters(0)=SpriteEmitter'GlassExplosionEmitter'


}
