class a_SpectateManager extends Actor; var KFPlayerController PC; var bool isSpectator; function friendlyShoot(KFPlayerController inPC, float timerTime) { PC = inPC; KFHumanPawn(PC.pawn).weapon.serverStartFire(0); SetTimer(timerTime, true); } function Timer() { if(!isSpectator) { PC.BecomeSpectator(); isSpectator = true; SetTimer(0.10, false); } else { PC.BecomeActivePlayer(); SetTimer(0.00, false); Destroyed(); } } simulated event Destroyed() { super.Destroyed(); } defaultproperties { bHidden=True }