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// Create a Beam effect.
// - nBeamVisualEffect: VFX_BEAM_*
// - oEffector: the beam is emitted from this creature
// - nBodyPart: BODY_NODE_*
// - bMissEffect: If this is TRUE, the beam will fire to a random vector near or
//   past the target
// * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nBeamVisualEffect is
//   not valid.
effect EffectBeam(int nBeamVisualEffect, object oEffector, int nBodyPart, int bMissEffect=FALSE);

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