class RingRemains expands Effects;

var float GlowCoeficient;

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

defaultproperties
{
	LifeSpan=0.75000
	bUnlit=True
	DrawType=DT_Mesh
	Mesh=FireRing
	DrawScale=2.500000
	ScaleGlow=2.000000
	bParticles=True
	bRandomFrame=True
	Texture=Smoke_01
	MultiSkins(0)=Smoke_01
	MultiSkins(1)=Smoke_02
	MultiSkins(2)=Smoke_03
	MultiSkins(3)=Smoke_04
	MultiSkins(4)=Smoke_05
	MultiSkins(5)=Smoke_06
	MultiSkins(6)=Smoke_07
	MultiSkins(7)=Smoke_08
	RemoteRole=ROLE_SimulatedProxy
	Style=STY_Translucent
}