class IRPRAmmo expands NaliAmmo;

#exec MESH IMPORT MESH=IRPRAmmo ANIVFILE=MODELS\IRPRAmmo_a.3d DATAFILE=MODELS\IRPRAmmo_d.3d X=0 Y=0 Z=0
//#exec MESH LODPARAMS MESH=IRPRAmmo STRENGTH=0
#exec MESH ORIGIN MESH=IRPRAmmo X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=IRPRAmmo SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=IRPRAmmo SEQ=Still STARTFRAME=0 NUMFRAMES=1

#exec MESHMAP NEW MESHMAP=IRPRAmmo MESH=IRPRAmmo
#exec MESHMAP SCALE MESHMAP=IRPRAmmo X=0.0335 Y=0.0335 Z=0.067

#exec TEXTURE IMPORT NAME=Sk_IRPRAmmoBox FILE=SKINS\Sk_IRPRAmmoBox.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec MESHMAP SETTEXTURE MESHMAP=IRPRAmmo NUM=1 TEXTURE=Sk_IRPRAmmoBox

#exec TEXTURE IMPORT NAME=Sk_IRPR_03 FILE=SKINS\Sk_IRPR_03.bmp GROUP=Skins FLAGS=2 LODSET=2
#exec MESHMAP SETTEXTURE MESHMAP=IRPRAmmo NUM=2 TEXTURE=Sk_IRPR_03

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


function PreBeginPlay()
{
	Super.PreBeginPlay();
	if ((Level.Game.IsA('MonsterHunt') && Class'NWMutator'.Default.EnableMonsterHuntMode && Class'NWMutator'.Default.MonsterHuntOnly) || (Class'NWMutator'.Default.EnableMonsterHuntMode && !Class'NWMutator'.Default.MonsterHuntOnly))
	{
		AmmoAmount *= Class'NWMutator'.default.ammo_IRPR;
		MaxAmmo *= Class'NWMutator'.default.ammo_IRPR;
	}
}

defaultproperties
{
	DrawType=DT_Mesh
	Mesh=IRPRAmmo
	AmmoAmount=9
	MaxAmmo=38
	bCollideActors=True
	CollisionRadius=8.000000
	CollisionHeight=4.000000
	ItemName="InfraRed Precision Rifle Ammunition"
	MaxDesireability=0.220000
	PickupMessage="You picked up some laser batteries"
	PickupSound=IRPR_Ammo
	PickupViewMesh=IRPRAmmo
}
