class TheMinerAmmo expands NaliAmmo;

#exec MESH IMPORT MESH=TheMinerAmmo ANIVFILE=MODELS\TheMinerAmmo_a.3d DATAFILE=MODELS\TheMinerAmmo_d.3d X=0 Y=0 Z=0
//#exec MESH LODPARAMS MESH=TheMinerAmmo STRENGTH=0
#exec MESH ORIGIN MESH=TheMinerAmmo X=0 Y=0 Z=0

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

#exec MESHMAP NEW MESHMAP=TheMinerAmmo MESH=TheMinerAmmo
#exec MESHMAP SCALE MESHMAP=TheMinerAmmo X=0.065 Y=0.065 Z=0.13

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

#exec AUDIO IMPORT NAME="TheMinerAmmo" FILE=SOUNDS\TheMinerAmmo.wav GROUP="TheMiner"


function PreBeginPlay()
{
	Super.PreBeginPlay();
	if ((Level.Game.IsA('MonsterHunt') && Class'NWMutator'.Default.EnableMonsterHuntMode && Class'NWMutator'.Default.MonsterHuntOnly) || (Class'NWMutator'.Default.EnableMonsterHuntMode && !Class'NWMutator'.Default.MonsterHuntOnly))
	{
		AmmoAmount *= Class'NWMutator'.default.ammo_TheMiner;
		MaxAmmo *= Class'NWMutator'.default.ammo_TheMiner;
	}
}


defaultproperties
{
	DrawType=DT_Mesh
	Mesh=TheMinerAmmo
	AmmoAmount=10
	MaxAmmo=30
	bCollideActors=True
	CollisionRadius=12.000000
	CollisionHeight=12.000000
	ItemName="The Miner Ammunition"
	MaxDesireability=0.220000
	PickupMessage="You picked up a mine crate."
	PickupSound=TheMinerAmmo
	PickupViewMesh=TheMinerAmmo
}
