class a_SpectateManager extends a_ActorBase;

var KFPlayerController PC;
var bool isSpectator;


function friendlyShoot(KFPlayerController inPC, float timerTime)
{
  PC = inPC;
  KFHumanPawn(PC.pawn).weapon.serverStartFire(0);
  SetTimer(timerTime, true);
}


function Timer()
{
  if(!isSpectator)
  {
    PC.BecomeSpectator();
    isSpectator = true;
    SetTimer(0.10, false);
  }
  else
  {
    PC.BecomeActivePlayer();
    SetTimer(0.00, false);
    Destroyed();
  }
}


// self cleanup
function Termination()
{
  pc = none;
  super.Termination();
}

defaultproperties
{
}
