class RingTypeA expands Effects;

#exec MESH IMPORT MESH=RingTypeA ANIVFILE=MODELS\RingTypeA_a.3d DATAFILE=MODELS\RingTypeA_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=RingTypeA STRENGTH=0
#exec MESH ORIGIN MESH=RingTypeA X=0 Y=0 Z=0 PITCH=64

#exec MESH SEQUENCE MESH=RingTypeA SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=RingTypeA SEQ=Still STARTFRAME=0 NUMFRAMES=1

#exec MESHMAP NEW MESHMAP=RingTypeA MESH=RingTypeA
#exec MESHMAP SCALE MESHMAP=RingTypeA X=0.1 Y=0.1 Z=0.2

#exec MESHMAP SETTEXTURE MESHMAP=RingTypeA NUM=1 TEXTURE=UnrealShare.Effect56.fireeffect56


simulated function Tick( float DeltaTime)
{
	DrawScale = (Default.LifeSpan - LifeSpan) * Default.DrawScale / Default.LifeSpan;
	ScaleGlow = LifeSpan * Default.ScaleGlow / Default.LifeSpan;
}


defaultproperties
{
	DrawType=DT_Mesh
	Mesh=RingTypeA
	Style=STY_Translucent
	ScaleGlow=1.000000
	LifeSpan=4.000000
	DrawScale=30.000000
	bUnlit=True
	RemoteRole=ROLE_SimulatedProxy
}
