class BoltAmmo expands NaliAmmo;


#exec MESH IMPORT MESH=BoltAmmo ANIVFILE=MODELS\BoltAmmo_a.3d DATAFILE=MODELS\BoltAmmo_d.3d X=0 Y=0 Z=0
//#exec MESH LODPARAMS MESH=BoltAmmo STRENGTH=0
#exec MESH ORIGIN MESH=BoltAmmo X=0 Y=0 Z=0

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

#exec MESHMAP NEW MESHMAP=BoltAmmo MESH=BoltAmmo
#exec MESHMAP SCALE MESHMAP=BoltAmmo X=0.09 Y=0.09 Z=0.18

#exec OBJ LOAD FILE=Textures\NaliEffects.utx PACKAGE=NaliWeaponsII.GFX
#exec MESHMAP SETTEXTURE MESHMAP=BoltAmmo NUM=1 TEXTURE=Electric01

#exec TEXTURE IMPORT NAME=Sk_BoltR_01 FILE=SKINS\Sk_BoltR_01.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec MESHMAP SETTEXTURE MESHMAP=BoltAmmo NUM=2 TEXTURE=Sk_BoltR_01

#exec AUDIO IMPORT NAME="BoltAmmo" FILE=SOUNDS\BoltAmmo.wav GROUP="BoltR"


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_BoltR;
		MaxAmmo *= Class'NWMutator'.default.ammo_BoltR;
	}
}


defaultproperties
{
	DrawType=DT_Mesh
	Mesh=BoltAmmo
	AmmoAmount=25
	MaxAmmo=60
	bCollideActors=True
	CollisionRadius=3.000000
	CollisionHeight=10.000000
	ItemName="Bolt Rifle Ammunition"
	MaxDesireability=0.220000
	PickupMessage="You picked up an high-voltage core"
	PickupSound=BoltAmmo
	PickupViewMesh=BoltAmmo
	LightBrightness=100
	LightHue=168
	LightSaturation=68
	LightEffect=LE_FireWaver
	LightRadius=2
	LightType=LT_Steady
}
