class stub_Monster extends KFMonster; // block the whole code, becuase i dont give a fuck about flame effects simulated function StartBurnFX() { local class Effect; if (bDeleteMe || class'Settings'.default.bHideZedFlames) return; // No real flames when low gore, make them smoke, smoking kills if (class'GameInfo'.static.UseLowGore()) Effect = AltBurnEffect; else Effect = BurnEffect; if (FlamingFXs == none) FlamingFXs = spawn(Effect); FlamingFXs.SetBase(self); FlamingFXs.Emitters[0].SkeletalMeshActor = self; FlamingFXs.Emitters[0].UseSkeletalLocationAs = PTSU_SpawnOffset; AttachEmitterEffect(Effect, HeadBone, Location, Rotation); bBurnApplied = true; } // N.B. look into SetBurningBehavior() maybe we can set normal animations for us and get normal headshots