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 { }