class CyBotProjY expands CyBotProj;

#exec MESH IMPORT MESH=CyBotProjY ANIVFILE=MODELS\CybotAmmo_a.3d DATAFILE=MODELS\CybotAmmo_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=CyBotProjY STRENGTH=0
#exec MESH ORIGIN MESH=CyBotProjY X=0 Y=0 Z=0 PITCH=64

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

#exec MESHMAP NEW MESHMAP=CyBotProjY MESH=CyBotProjY
#exec MESHMAP SCALE MESHMAP=CyBotProjY X=0.0375 Y=0.0375 Z=0.075

#exec TEXTURE IMPORT NAME=Sk_CybotY FILE=SKINS\Sk_CybotY.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec MESHMAP SETTEXTURE MESHMAP=CyBotProjY NUM=1 TEXTURE=Sk_CybotY


simulated function PostBeginPlay()
{
	Super.PostBeginPlay();

	SetTimer(0.75, False);
}


simulated function HitWall( vector HitNormal, actor Wall )
{
	Velocity = (( Velocity dot HitNormal ) * HitNormal * (-2.0) + Velocity);   // Reflect off Wall w/damping
	RandSpin(10000);
	speed = VSize(Velocity);
	if ( Level.NetMode != NM_DedicatedServer )
		PlaySound(ImpactSound, SLOT_Misc, 8.0);
}

simulated function Timer()
{
	SpawnCybot();
	Destroy();
}


function SpawnCybot()
{
	Spawn(Class'CyBotYDown',,,, Rand(32768) * rot(0,1,0));
}


defaultproperties
{
	Mesh=CyBotProjY
}
