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// WIP
class Explosion
{
void SpawnEffect( vector position, Effect eff, vector pos, vector ori)
{
SEffectManager.PlayInWorld(eff, pos);
}
}
class ExplosionTest : House
{
ref Timer m_Delay;
void ExplosionTest()
{
m_Delay = new Timer;
m_Delay.Run(1, this, "ExplodeNow", null, false);
}
void ExplodeNow()
{
Explode(DT_EXPLOSION, "Explosion_NonLethal");
}
}