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//============================================================================= // WaterImpact. //============================================================================= class WaterImpact expands Effects; var bool bSpawnOnce; simulated function Timer() { local WaterRing r; if ( Level.NetMode != NM_DedicatedServer ) { r = Spawn(class'WaterRing',,,,rot(16384,0,0)); r.DrawScale = 0.15; r.RemoteRole = ROLE_None; } else Destroy(); if (bSpawnOnce) Destroy(); bSpawnOnce=True; } simulated function PostBeginPlay() { SetTimer(0.3,True); } |
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