class TraceCombo expands BoltTrace;

#exec MESH IMPORT MESH=BoltTraceC ANIVFILE=MODELS\BoltTrace_a.3d DATAFILE=MODELS\BoltTrace_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=BoltTraceC X=0 Y=0 Z=0 YAW=128

#exec MESH SEQUENCE MESH=BoltTraceC SEQ=All STARTFRAME=0 NUMFRAMES=11
#exec MESH SEQUENCE MESH=BoltTraceC SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=BoltTraceC SEQ=LightEnd01 STARTFRAME=1 NUMFRAMES=2
#exec MESH SEQUENCE MESH=BoltTraceC SEQ=LightEnd02 STARTFRAME=3 NUMFRAMES=2
#exec MESH SEQUENCE MESH=BoltTraceC SEQ=LightEnd03 STARTFRAME=5 NUMFRAMES=2
#exec MESH SEQUENCE MESH=BoltTraceC SEQ=LightEnd04 STARTFRAME=7 NUMFRAMES=2
#exec MESH SEQUENCE MESH=BoltTraceC SEQ=LightEnd05 STARTFRAME=9 NUMFRAMES=2

#exec MESHMAP NEW MESHMAP=BoltTraceC MESH=BoltTraceC
#exec MESHMAP SCALE MESHMAP=BoltTraceC X=0.4 Y=0.5 Z=1.0

#exec TEXTURE IMPORT NAME=ElecBoltEnd FILE=EFFECTS\ElecBoltEnd.bmp GROUP=Effects FLAGS=2

#exec MESHMAP SETTEXTURE MESHMAP=BoltTraceC NUM=1 TEXTURE=ElecBoltEnd

var() name RandAnim[5];

simulated function Tick(float DeltaTime)
{
	ScaleGlow = 2 * LifeSpan;
}

simulated function PostBeginPlay()
{
	AnimSequence = RandAnim[Rand(4)];
}


defaultproperties
{
	Mesh=BoltTraceC
	LifeSpan=1.000000
	RandAnim(0)=LightEnd01
	RandAnim(1)=LightEnd02
	RandAnim(2)=LightEnd03
	RandAnim(3)=LightEnd04
	RandAnim(4)=LightEnd05
}
