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{}