class FlameWheel expands Actor;


var int Kickback;
var float Splasher, MoreDamage;
var bool HealthGiver;

replication
{
	// Things the server should send to the client.
	reliable if(Role==ROLE_Authority)
		Kickback, MoreDamage, HealthGiver, Splasher;
}


simulated function PostBeginPlay()
{
	SetTimer(0.1, True);
}


simulated function Timer()
{
local BallFlames bf;


	bf = Spawn(Class'BallFlames',,, Location + 32 * vector(Rotation), Rotation);
	
	if (bf != None)
	{
		bf.KickBack = KickBack;
		bf.MoreDamage = MoreDamage;
		bf.Splasher = Splasher;
		bf.HealthGiver = HealthGiver;
	}

	bf = Spawn(Class'BallFlames',,, Location + (-32 * vector(Rotation)), rotator(-vector(Rotation)));

	if (bf != None)
	{
		bf.KickBack = KickBack;
		bf.MoreDamage = MoreDamage;
		bf.Splasher = Splasher;
		bf.HealthGiver = HealthGiver;
	}
}


defaultproperties
{
	bHidden=True
	bFixedRotationDir=True
	Physics=PHYS_Rotating
	RemoteRole=ROLE_SimulatedProxy
	LifeSpan=1.800000
	bNetTemporary=True
}
