class IRPREffect expands Effects;

#exec AUDIO IMPORT NAME="IRPR_Hit" FILE=SOUNDS\IRPR_Hit.wav GROUP="IRPR"

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


function MakeSound()
{
	PlaySound(EffectSound1,,12.0,,2200);
}

simulated function PostBeginPlay()
{
	Super.PostBeginPlay();
	MakeSound();
}

defaultproperties
{
	EffectSound1=IRPR_Hit
	Skin=None
	SpriteProjForward=64.000000
	LightBrightness=100
	LightHue=0
	LightSaturation=0
	LightEffect=LE_NonIncidence
	LightRadius=1
	LightType=LT_Steady
	Texture=FlameBallExplosionC
	DrawScale=0.075000
	ScaleGlow=2.000000
	LifeSpan=0.600000
	RemoteRole=ROLE_SimulatedProxy
	bUnlit=True
	DrawType=DT_Sprite
	Style=STY_Translucent
}