71 lines
1.7 KiB
Ucode
71 lines
1.7 KiB
Ucode
class repl_FlameTendril extends FlameTendril;
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// remove flamer flaming effects
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// KFMod.FlameTendril
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simulated function PostBeginPlay()
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{
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SetTimer(0.2, true);
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// ADDITION!!!
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// turn off pulsating lights, perf +++
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bDynamicLight = false;
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LightType = LT_None;
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Velocity = Speed * Vector(Rotation);
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// ADDITION!!! switch to shut it off
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if (Level.NetMode != NM_DedicatedServer && !class'Settings'.default.bHideFlamethrowerEffects)
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{
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if (!PhysicsVolume.bWaterVolume)
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{
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FlameTrail = spawn(class'FlameThrowerFlameB', self);
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Trail = spawn(class'FlameThrowerFlame', self);
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}
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}
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Velocity.z += TossZ;
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}
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// remove flamer flaming effects
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// KFMod.FlameTendril
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simulated function PostNetBeginPlay()
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{
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super(ShotgunBullet).PostNetBeginPlay();
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if (Level.NetMode == NM_DedicatedServer)
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return;
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// ADDITION!!! removed old code
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// have to do this light hack since ProcessTouch() is not simulated
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// and we can't prevent spawning of zed burning flame effect
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// at least no pulsing shit with -10-50fps
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bDynamicLight = false;
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LightType = LT_None;
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}
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// remove flamer flaming effects
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// KFMod.FlameTendril
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simulated function Explode(vector HitLocation,vector HitNormal)
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{
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if (Role == ROLE_Authority)
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HurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, HitLocation);
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// ADDITION!!! emitter-effect toggle
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if (KFHumanPawn(Instigator) != none && !class'Settings'.default.bHideFlamethrowerEffects)
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{
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if (EffectIsRelevant(Location,false))
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{
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Spawn(ExplosionDecal,self,,Location, rotator(-HitNormal));
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Spawn(class'FuelFlame',self,,Location);
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}
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}
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SetCollisionSize(0.0, 0.0);
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Destroy();
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}
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defaultproperties
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{
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}
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