// 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(DamageType.EXPLOSION, "Explosion_NonLethal"); } }