class BoltTrace expands Effects;

#exec MESH IMPORT MESH=BoltTrace ANIVFILE=MODELS\BoltTrace_a.3d DATAFILE=MODELS\BoltTrace_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=BoltTrace STRENGTH=0
#exec MESH ORIGIN MESH=BoltTrace X=-256 Y=0 Z=0 YAW=128

#exec MESH SEQUENCE MESH=BoltTrace SEQ=All STARTFRAME=0 NUMFRAMES=11
#exec MESH SEQUENCE MESH=BoltTrace SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=BoltTrace SEQ=LightEnd01 STARTFRAME=1 NUMFRAMES=2
#exec MESH SEQUENCE MESH=BoltTrace SEQ=LightEnd02 STARTFRAME=3 NUMFRAMES=2
#exec MESH SEQUENCE MESH=BoltTrace SEQ=LightEnd03 STARTFRAME=5 NUMFRAMES=2
#exec MESH SEQUENCE MESH=BoltTrace SEQ=LightEnd04 STARTFRAME=7 NUMFRAMES=2
#exec MESH SEQUENCE MESH=BoltTrace SEQ=LightEnd05 STARTFRAME=9 NUMFRAMES=2

#exec MESHMAP NEW MESHMAP=BoltTrace MESH=BoltTrace
#exec MESHMAP SCALE MESHMAP=BoltTrace X=1.0 Y=0.5 Z=1.0

#exec TEXTURE IMPORT NAME=ElecBoltStart FILE=EFFECTS\ElecBoltStart.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=ElecBoltBeam FILE=EFFECTS\ElecBoltBeam.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=ElecBoltEnd FILE=EFFECTS\ElecBoltEnd.bmp GROUP=Effects FLAGS=2

#exec MESHMAP SETTEXTURE MESHMAP=BoltTrace NUM=1 TEXTURE=ElecBoltBeam


simulated function Tick(float DeltaTime)
{
	ScaleGlow = 2 * LifeSpan;
}


defaultproperties
{
	DrawType=DT_Mesh
	Mesh=BoltTrace
	Style=STY_Translucent
	bUnlit=True
	LightBrightness=100
	LightHue=168
	LightSaturation=68
	LightRadius=16
	LightType=LT_Steady
	RemoteRole=ROLE_SimulatedProxy
	LifeSpan=1.000000
	bNetTemporary=True
}
