//============================================================================= // BGrenade. //============================================================================= class BGrenade expands Grenade; simulated function Tick(float DeltaTime); simulated function Explosion(vector HitLocation) { local SpriteBallExplosion s; BlowUp(HitLocation); s = spawn(class'SpriteBallExplosion2',,,HitLocation); s.RemoteRole = ROLE_None; Destroy(); } defaultproperties { ImpactSound=Sound'DMI.Eightball.BGrenadeFloor' }