class SmkRing expands Effects;

#exec MESH IMPORT MESH=SmkRing ANIVFILE=MODELS\SmkRing_a.3d DATAFILE=MODELS\SmkRing_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=SmkRing STRENGTH=0.25
#exec MESH ORIGIN MESH=SmkRing X=0 Y=0 Z=0 PITCH=64

#exec MESH SEQUENCE MESH=SmkRing SEQ=All STARTFRAME=0 NUMFRAMES=2
#exec MESH SEQUENCE MESH=SmkRing SEQ=Expand STARTFRAME=0 NUMFRAMES=2 RATE=1.0

#exec MESHMAP NEW MESHMAP=SmkRing MESH=SmkRing
#exec MESHMAP SCALE MESHMAP=SmkRing X=0.8 Y=0.8 Z=1.6

var() float ExpandRate;
var() name AnimType;

simulated function Tick( float DeltaTime)
{
	ScaleGlow = 2 * LifeSpan;
}

simulated function PostBeginPlay()
{
	PlayAnim(AnimType, ExpandRate);
}


defaultproperties
{
	DrawType=DT_Mesh
	Mesh=SmkRing
	DrawScale=1.500000
	ScaleGlow=2.000000
	LifeSpan=1.000000
	bParticles=True
	bRandomFrame=True
	Texture=Smoke_01
	MultiSkins(0)=Smoke_01
	MultiSkins(1)=Smoke_02
	MultiSkins(2)=Smoke_03
	MultiSkins(3)=Smoke_04
	MultiSkins(4)=Smoke_05
	MultiSkins(5)=Smoke_06
	MultiSkins(6)=Smoke_07
	MultiSkins(7)=Smoke_08
	RemoteRole=ROLE_SimulatedProxy
	Style=STY_Translucent
	ExpandRate=0.900000
	AnimType=Expand
}
