class TM_Smoke expands Effects;

var() texture RndSprite[8];
var() float RisingRate;

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

simulated function PostBeginPlay()
{
	Texture = RndSprite[Rand(7)];
	
	Velocity = Vect(0,0,1)*RisingRate;
}

defaultproperties
{
	Skin=None
	LightType=LT_None
	Texture=Smoke_01
	DrawScale=0.450000
	ScaleGlow=1.000000
	LifeSpan=1.500000
	RemoteRole=ROLE_SimulatedProxy
	bUnlit=True
	DrawType=DT_Sprite
	Style=STY_Translucent
	Physics=PHYS_Projectile
	RndSprite(0)=Smoke_01
	RndSprite(1)=Smoke_02
	RndSprite(2)=Smoke_03
	RndSprite(3)=Smoke_04
	RndSprite(4)=Smoke_05
	RndSprite(5)=Smoke_06
	RndSprite(6)=Smoke_07
	RndSprite(7)=Smoke_08
	RisingRate=50.000000
}