class stub_Monster extends KFMonster;


// block the whole code, becuase i dont give a fuck about flame effects
simulated function StartBurnFX()
{
  local class<emitter> Effect;

  if (bDeleteMe || class'Settings'.default.bHideZedFlames)
    return;

  // No real flames when low gore, make them smoke, smoking kills
  if (class'GameInfo'.static.UseLowGore())
    Effect = AltBurnEffect;
  else
    Effect = BurnEffect;

  if (FlamingFXs == none)
    FlamingFXs = spawn(Effect);

  FlamingFXs.SetBase(self);
  FlamingFXs.Emitters[0].SkeletalMeshActor = self;
  FlamingFXs.Emitters[0].UseSkeletalLocationAs = PTSU_SpawnOffset;
  AttachEmitterEffect(Effect, HeadBone, Location, Rotation);
  bBurnApplied = true;
}


// N.B. look into SetBurningBehavior() maybe we can set normal animations for us and get normal headshots