class XEnergyParticles expands Effects
abstract;

#exec MESH IMPORT MESH=RotorParticles ANIVFILE=MODELS\RotorParticles_a.3d DATAFILE=MODELS\RotorParticles_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=RotorParticles STRENGTH=0
#exec MESH ORIGIN MESH=RotorParticles X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=RotorParticles SEQ=All STARTFRAME=0 NUMFRAMES=9
#exec MESH SEQUENCE MESH=RotorParticles SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=RotorParticles SEQ=Rotor STARTFRAME=0 NUMFRAMES=9 RATE=9.0

#exec MESHMAP NEW MESHMAP=RotorParticles MESH=RotorParticles
#exec MESHMAP SCALE MESHMAP=RotorParticles X=0.3 Y=0.3 Z=0.6

var() texture PartcVariation[3];

simulated function PostBeginPlay()
{
local int i;

	LoopAnim('Rotor', 0.33);

	for (i=0; i<8; i++)
		MultiSkins[i] = PartcVariation[Min(2, Rand(3))];
	
}

defaultproperties
{
	DrawType=DT_Mesh
	Mesh=RotorParticles
	bUnlit=True
	Style=STY_Translucent
	Physics=PHYS_Trailer
	bTrailerSameRotation=True
	RemoteRole=ROLE_None
	LifeSpan=0.000000
	ScaleGlow=2.000000
	bRandomFrame=True
	bParticles=True
	Texture=InvisPartc01
	DrawScale=0.020000
	PartcVariation(0)=InvisPartc01
	PartcVariation(1)=InvisPartc02
	PartcVariation(2)=InvisPartc03
	MultiSkins(0)=InvisPartc01
	MultiSkins(1)=InvisPartc01
	MultiSkins(2)=InvisPartc01
	MultiSkins(3)=InvisPartc01
	MultiSkins(4)=InvisPartc01
	MultiSkins(5)=InvisPartc01
	MultiSkins(6)=InvisPartc01
	MultiSkins(7)=InvisPartc01
}