class NaliAmmo expands TournamentAmmo;

var() bool bMegaAmmo;

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

	if (Role == ROLE_Authority)
	{
		if (!Class'NWMutator'.default.bAmmoDynLight)
			LightType = LT_None;
	}

	LODBias = Class'NWMutator'.default.AmmoDistDetail * 8/255;
}

State Sleeping
{
    ignores Touch;

    function BeginState()
    {
        BecomePickup();
        bHidden = true;
	LightType = LT_None;
    }

    function EndState()
    {
        local int i;

        bSleepTouch = false;
	if (Class'NWMutator'.default.bAmmoDynLight)
		LightType = Default.LightType;
        for ( i=0; i<4; i++ )
            if ( (Touching[i] != None) && Touching[i].IsA('Pawn') )
                bSleepTouch = true;
    }    
       
Begin:
    Sleep( ReSpawnTime );
    PlaySound( RespawnSound );  
    Sleep( Level.Game.PlaySpawnEffect(self) );
    GoToState( 'Pickup' );
}

defaultproperties
{
	LODBias=8.000000
}