class stub_ProjFlare extends FlareRevolverProjectile;


simulated function PostBeginPlay()
{
  // if (Level.NetMode != NM_DedicatedServer && !PhysicsVolume.bWaterVolume)
  //   FlameTrail = Spawn(FlameTrailEmitterClass,self);

  // turn off pulsating lights, perf +++
  bDynamicLight = false;
  LightType = LT_None;

  OrigLoc = Location;

  if (!bDud)
  {
    Dir = vector(Rotation);
    Velocity = speed * Dir;
  }

  super(ROBallisticProjectile).PostBeginPlay();
}


simulated function Explode(vector HitLocation, vector HitNormal)
{
  bHasExploded = true;

  // Don't explode if this is a dud
  if (bDud)
  {
    Velocity = vect(0,0,0);
    LifeSpan = 1.0;
    SetPhysics(PHYS_Falling);
  }

  PlaySound(ExplosionSound,,ExplosionSoundVolume);
  // if (EffectIsRelevant(Location,false))
  // {
  //   Spawn(ExplosionEmitter,,,HitLocation + HitNormal*20,rotator(HitNormal));
  //   Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
  // }

  BlowUp(HitLocation);
  Destroy();

  // let's remove our client code, server will try to do shaking anyways
}


// so we prevent shaking from this function
simulated function float GetShakeScale(vector ViewLocation, vector EventLocation)
{
  return 0.0f;
}


defaultproperties{}