class repl_Nade extends Nade; // remove smoke effects simulated function Explode(vector HitLocation, vector HitNormal) { local PlayerController LocalPlayer; local Projectile P; local byte i; bHasExploded = true; BlowUp(HitLocation); PlaySound(ExplodeSounds[rand(ExplodeSounds.length)],,2.0); // Shrapnel for (i = Rand(6); i < 10; i++) { P = Spawn(ShrapnelClass,,,,RotRand(true)); if (P != none) P.RemoteRole = ROLE_None; } if (!class'Settings'.default.bRemoveSmoke && EffectIsRelevant(Location,false)) { Spawn(Class'KFmod.KFNadeExplosion',,, HitLocation, rotator(vect(0,0,1))); Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal)); } // Shake nearby players screens LocalPlayer = Level.GetLocalPlayerController(); if ((LocalPlayer != none) && (VSize(Location - LocalPlayer.ViewTarget.Location) < (DamageRadius * 1.5))) LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime); Destroy(); } defaultproperties { }