//=============================================================================
// MiniShield
// by SK
// Replaces SupplierX since that's only used as a forcefield anyway!
//=============================================================================

class MiniShield extends sgBuilding;

simulated event TakeDamage( int damage, Pawn instigatedBy, Vector hitLocation, 
  Vector momentum, name damageType )
{
		Super.TakeDamage(damage, instigatedBy, hitLocation, momentum, damageType);
		Spawn(class'ForceFieldFlash',,,hitlocation);
		Self.PlaySound(Sound'UnrealShare.General.Expla02',,7.0);
}

defaultproperties
{
    BuildingName="Mini Shield"
    BuildCost=700
    UpgradeCost=0
    MaxEnergy=16000.00
    SpriteScale=1.25
    Model=LodMesh'Botpack.ShockWavem'
    SkinRedTeam=WetTexture'SiegeUltimateRC7UB01Media.U.BuildingMaps.ForceFieldT0'
    SkinBlueTeam=WetTexture'SiegeUltimateRC7UB01Media.U.BuildingMaps.ForceFieldT1'
    SkinGreenTeam=WetTexture'SiegeUltimateRC7UB01Media.U.BuildingMaps.ForceFieldT2'
    SkinYellowTeam=WetTexture'SiegeUltimateRC7UB01Media.U.BuildingMaps.ForceFieldT3'
    SpriteRedTeam=Texture'SiegeUltimateRC7UB01Media.U.BuildingMaps.ContainerSpriteTeam0'
    SpriteBlueTeam=Texture'SiegeUltimateRC7UB01Media.U.BuildingMaps.ContainerSpriteTeam1'
    SpriteGreenTeam=Texture'SiegeUltimateRC7UB01Media.U.BuildingMaps.ContainerSpriteTeam2'
    SpriteYellowTeam=Texture'SiegeUltimateRC7UB01Media.U.BuildingMaps.ContainerSpriteTeam3'
    DSofMFX=2.20
    MFXrotX=(Pitch=5000,Yaw=5000,Roll=5000),
    MultiSkins(0)=Texture'SiegeUltimateRC7UB01Media.GFX.sgSupSpriteT0'
    MultiSkins(1)=Texture'SiegeUltimateRC7UB01Media.GFX.sgSupSpriteT1'
    MultiSkins(2)=Texture'SiegeUltimateRC7UB01Media.GFX.sgSupSpriteT2'
    MultiSkins(3)=Texture'SiegeUltimateRC7UB01Media.GFX.sgSupSpriteT3'
    
    CollisionRadius=64.00
    CollisionHeight=64.00
    bNoUpgrade=True
}
