<P>	}
<P>
<P>   PlayHit(Damage,HitLocation,damageType,Momentum);
<P>
<P>	// if we actually took the full damage, flash the screen and play the sound
<P>   // DEUS_EX AMSD DXReduceDamage is slow.  Pass in the result from earlier.
<P>	if (!DamageReduced) 
<P>	{
<P>		if ( (damage %GT% 0) || (ReducedDamageType == 'All') )
<P>		{
<P>			// No client flash on plasma bolts in multiplayer
<P>			if (( Level.NetMode != NM_Standalone ) && ( myProjKiller != None ) && (PlasmaBolt(myProjKiller)!=None) )
<P>			{
<P>			}
<P>			else
<P>			{
<P>				rnd = FClamp(Damage, 20, 100);
<P>				if (damageType == 'Burned')
<P>					ClientFlash(rnd * 0.002, vect(200,100,100));
<P>				else if (damageType == 'Flamed')
<P>					ClientFlash(rnd * 0.002, vect(200,100,100));
<P>				else if (damageType == 'Radiation')
