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