class RisingFlames expands Projectile;

#exec TEXTURE IMPORT NAME=Flames_01 FILE=EFFECTS\Flames_01.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_02 FILE=EFFECTS\Flames_02.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_03 FILE=EFFECTS\Flames_03.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_04 FILE=EFFECTS\Flames_04.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_05 FILE=EFFECTS\Flames_05.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_06 FILE=EFFECTS\Flames_06.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_07 FILE=EFFECTS\Flames_07.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_08 FILE=EFFECTS\Flames_08.bmp GROUP=Effects FLAGS=2

simulated function PostBeginPlay()
{
	if (Owner!=None)
		Mesh = Owner.Mesh;
}

simulated function Tick( float DeltaTime)
{
	ScaleGlow = (Default.LifeSpan - LifeSpan) * 4;
	DrawScale = LifeSpan * Default.DrawScale;
}


auto state Flying
{

    simulated function HitWall (vector HitNormal, actor Wall);

    simulated function ProcessTouch (Actor Other, Vector HitLocation);

    function BeginState()
    {
        local vector Dir;

        Dir = vector(rot(16384,0,0));
        Velocity = speed * Dir;
        Acceleration = Dir * 50;
    }
}



defaultproperties
{
	DrawType=DT_Mesh
	bParticles=True
	bRandomFrame=True
	Style=STY_Translucent
	RemoteRole=ROLE_SimulatedProxy
	MaxSpeed=150.000000
	speed=50.000000
	LifeSpan=1.000000
	DrawScale=0.350000
	bUnlit=True
	bCollideActors=False
	Texture=Flames_01
	MultiSkins(0)=Flames_01
	MultiSkins(1)=Flames_02
	MultiSkins(2)=Flames_03
	MultiSkins(3)=Flames_04
	MultiSkins(4)=Flames_05
	MultiSkins(5)=Flames_06
	MultiSkins(6)=Flames_07
	MultiSkins(7)=Flames_08
	bOwnerNoSee=True
}

