class FreezerAmmo expands NaliAmmo;

#exec MESH IMPORT MESH=FreezerAmmo ANIVFILE=MODELS\FreezerAmmo_a.3d DATAFILE=MODELS\FreezerAmmo_d.3d X=0 Y=0 Z=0
//#exec MESH LODPARAMS MESH=FreezerAmmo STRENGTH=0
#exec MESH ORIGIN MESH=FreezerAmmo X=0 Y=0 Z=0

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

#exec MESHMAP NEW MESHMAP=FreezerAmmo MESH=FreezerAmmo
#exec MESHMAP SCALE MESHMAP=FreezerAmmo X=0.04 Y=0.04 Z=0.08


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

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

#exec AUDIO IMPORT NAME="FreezerAmmo" FILE=SOUNDS\FreezerAmmo.wav GROUP="Freezer"


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_Freezer;
		MaxAmmo *= Class'NWMutator'.default.ammo_Freezer;
	}
}


defaultproperties
{
	DrawType=DT_Mesh
	Mesh=FreezerAmmo
	Texture=Ice
	AmmoAmount=45
	MaxAmmo=130
	bCollideActors=True
	CollisionRadius=3.000000
	CollisionHeight=8.000000
	ItemName="Freezer Ammunition"
	MaxDesireability=0.220000
	PickupMessage="You picked up a negative energy can"
	PickupSound=FreezerAmmo
	PickupViewMesh=FreezerAmmo
}
