class KFIncendiaryExplosion extends KFNadeExplosion; simulated function NadeLight() { if ( !bFlashed && !Level.bDropDetail && (Instigator != None) && ((Level.TimeSeconds - LastRenderTime < 0.2) || (PlayerController(Instigator.Controller) != None)) ) { bDynamicLight = true; SetTimer(0.6, false); } else Timer(); } defaultproperties { Begin Object Class=SpriteEmitter Name=SpriteEmitter1 FadeOut=True SpinParticles=True UseSizeScale=True UseRegularSizeScale=False UniformSize=True BlendBetweenSubdivisions=True Acceleration=(Z=100.000000) ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) MaxParticles=50 RespawnDeadParticles=False Name="SpriteEmitter1" StartLocationShape=PTLS_Sphere SpinsPerSecondRange=(X=(Max=1.000000)) StartSpinRange=(X=(Max=1.000000)) SizeScale(0)=(RelativeSize=-5.000000) StartSizeRange=(X=(Min=6.000000,Max=60.000000),Y=(Min=6.000000,Max=60.000000),Z=(Min=6.000000,Max=60.000000)) Texture=Texture'KillingFloorTextures.LondonCommon.fire3' TextureUSubdivisions=4 TextureVSubdivisions=4 LifetimeRange=(Min=0.801000,Max=1.000000) StartVelocityRange=(X=(Min=-500.000000,Max=500.000000),Y=(Min=-500.000000,Max=500.000000),Z=(Max=100.000000)) End Object Begin Object Class=SpriteEmitter Name=SpriteEmitter2 FadeOut=True SpinParticles=True UniformSize=True BlendBetweenSubdivisions=True RespawnDeadParticles=False Acceleration=(Z=-200.000000) ColorScale(0)=(Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) Name="SpriteEmitter2" StartLocationShape=PTLS_Sphere SphereRadiusRange=(Max=100.000000) SpinCCWorCW=(X=0.000000) SpinsPerSecondRange=(X=(Max=0.500000)) StartSizeRange=(X=(Min=70.000000,Max=80.000000),Y=(Min=70.000000,Max=80.000000),Z=(Min=70.000000,Max=80.000000)) Texture=Texture'KillingFloorTextures.LondonCommon.fire3' TextureUSubdivisions=4 TextureVSubdivisions=4 LifetimeRange=(Min=0.401000,Max=0.550100) StartVelocityRange=(Z=(Min=100.000000,Max=1000.000000)) End Object LightRadius = 15 LightType = LT_Flicker, LightBrightness = 1000 LightHue = 30 LightSaturation = 50 Emitters(0)=SpriteEmitter'KFMod.KFIncendiaryExplosion.SpriteEmitter1' Emitters(1)=SpriteEmitter'KFMod.KFIncendiaryExplosion.SpriteEmitter2' Emitters(2)=none Emitters(3)=none Emitters(4)=none Emitters(5)=none }