class NukeDustRotA expands Effects;

#exec MESH IMPORT MESH=NukeDustRotA ANIVFILE=MODELS\NukeDust_a.3d DATAFILE=MODELS\NukeDust_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=NukeDustRotA STRENGTH=0.0
#exec MESH ORIGIN MESH=NukeDustRotA X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=NukeDustRotA SEQ=All STARTFRAME=0 NUMFRAMES=1

#exec MESHMAP NEW MESHMAP=NukeDustRotA MESH=NukeDustRotA
#exec MESHMAP SCALE MESHMAP=NukeDustRotA X=2.0 Y=2.0 Z=1.0

var() texture RndSmoke[8];

simulated function PostBeginPlay()
{
local int i;

	For(i=0; i<8; i++)
		MultiSkins[i] = RndSmoke[Min(7, Rand(8))];

}

simulated function Tick( float DeltaTime)
{
	If (LifeSpan < 4)
		ScaleGlow = LifeSpan * Default.ScaleGlow / 4;
}

defaultproperties
{
	DrawType=DT_Mesh
	Mesh=NukeDustRotA
	LifeSpan=16.000000
	bNetTemporary=True
	Texture=Smoke_01
	RemoteRole=ROLE_SimulatedProxy
	RndSmoke(0)=Smoke_01
	RndSmoke(1)=Smoke_02
	RndSmoke(2)=Smoke_03
	RndSmoke(3)=Smoke_04
	RndSmoke(4)=Smoke_05
	RndSmoke(5)=Smoke_06
	RndSmoke(6)=Smoke_07
	RndSmoke(7)=Smoke_08
	MultiSkins(0)=Smoke_01
	MultiSkins(1)=Smoke_01
	MultiSkins(2)=Smoke_01
	MultiSkins(3)=Smoke_01
	MultiSkins(4)=Smoke_01
	MultiSkins(5)=Smoke_01
	MultiSkins(6)=Smoke_01
	MultiSkins(7)=Smoke_01
	Style=STY_Translucent
	bParticles=True
	bRandomFrame=True
	Physics=PHYS_Rotating
	bFixedRotationDir=True
	RotationRate=(Yaw=10000)
	DrawScale=15.000000
}
