//Hidden heat overlayer class
class HeatOv expands Overlay;

#exec TEXTURE IMPORT NAME=ColdView FILE=SKINS\ColdView.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec TEXTURE IMPORT NAME=HeatView FILE=SKINS\HeatView.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec TEXTURE IMPORT NAME=UltraHeatView FILE=SKINS\UltraHeatView.bmp GROUP=Skins FLAGS=2 LODSET=2

var bool bStandByM;

simulated function PostBeginPlay()
{
	if (Owner != None)
	{
	AnimSequence = Owner.AnimSequence;
	AnimFrame = Owner.AnimFrame;
	PrePivot = Owner.PrePivot;
	Mesh = Owner.Mesh;
	DrawScale = Owner.DrawScale;

	if (Owner.Tag == 'Warm' || ((Owner.Tag != 'Cold' && Owner.Tag != 'Hot') && 
	(Owner.IsA('Pawn') || Owner.IsA('WarShell') || Owner.IsA('DumbRocket'))))
		Texture = Texture'HeatView';
	else if (Owner.Tag == 'Hot')
		Texture = Texture'UltraHeatView';
	}	
}

simulated event Tick( float DeltaTime)
{
	if (Owner == None)
	{
		Destroy();
		return;
	}
		
	if (!Owner.bStatic)
	{
	Fatness = Owner.Fatness + 2;

	AnimSequence = Owner.AnimSequence;
	AnimFrame = Owner.AnimFrame;
	PrePivot = Owner.PrePivot;
	Mesh = Owner.Mesh;
	DrawScale = Owner.DrawScale;

	bStandByM = Owner.bHidden;

	}
}

defaultproperties
{
	bMeshEnviroMap=True
	bUnlit=True
	Skin=None
	Texture=ColdView
	bTrailerPrepivot=True
	Physics=PHYS_Trailer
	ScaleGlow=2.000000
	Style=STY_Normal
	bNetTemporary=False
	LifeSpan=0.000000
	bTrailerSameRotation=True
	bHidden=True
}
