class MiscEmmiter extends Emitter; //Just to spawn nothing.... var class DamageType; var vector HitLoc; function PostBeginPlay() { } simulated function Tick(float deltaTime) { } simulated function Destroyed() { if ( xPawn(Owner) != None ) { xPawn(Owner).bFrozenBody = false; xPawn(Owner).PlayDyingAnimation(DamageType, HitLoc); } } defaultproperties { DrawType=DT_Mesh }