//=============================================================================
// WaterImpact.
//=============================================================================
class WaterImpact expands Effects;

var bool bSpawnOnce;

simulated function Timer()
{
	local WaterRing r;

	r = Spawn(class'WaterRing',,,,Rotation(Vect(0,0,1)));
	r.DrawScale = 0.15;
	if (bSpawnOnce) Destroy();
	bSpawnOnce=True;
}


auto state Explode
{	

Begin:
	bSpawnOnce = False;
	SetTimer(0.3,True);
}

