class NukeBoulder expands Projectile;

var byte MeshDiv;

simulated function PostBeginPlay()
{
	if (Rand(100) > 49)
	{
		Mesh = Mesh'Botpack.boulder2M';
		MultiSKins[1] = None;
		Texture = None;
		MeshDiv = 4;
	}
	else
		Mesh = Mesh'UnrealShare.BoulderM';

	SetTimer(0.05,False);
}

simulated function Timer()
{
	DrawScale = ((1200 - VSize(Velocity)) / 300 + 1) / MeshDiv;
	bHidden = False;
}

function TakeDamage(int NDamage, Pawn instigatedBy, Vector hitlocation, vector momentum, name damageType );



defaultproperties
{
	DrawType=DT_Mesh
	Mesh=LodMesh'Botpack.boulder2M'
	RemoteRole=ROLE_SimulatedProxy
	DrawScale=1.000000
	AmbientGlow=64
	bUnlit=True
	bBounce=False
	bNetTemporary=False
	MeshDiv=1
	bFixedRotationDir=True
	RotationRate=(Pitch=-256000)
	LifeSpan=2.000000
	bHidden=True
	MultiSKins(1)=Texture'BotPack.Skins.JBoulder2'
}
