class NukeBurner expands Effects;

#exec MESH IMPORT MESH=NukeBurner ANIVFILE=MODELS\NukeBurner_a.3d DATAFILE=MODELS\NukeBurner_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=NukeBurner STRENGTH=0
#exec MESH ORIGIN MESH=NukeBurner X=0 Y=0 Z=0 YAW=128

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

#exec MESHMAP NEW MESHMAP=NukeBurner MESH=NukeBurner
#exec MESHMAP SCALE MESHMAP=NukeBurner X=0.125 Y=0.125 Z=0.25

#exec OBJ LOAD FILE=Textures\XAfterBurners.utx PACKAGE=NemesisWINGSvX.Burners

#exec MESHMAP SETTEXTURE MESHMAP=NukeBurner NUM=1 TEXTURE=XIgnition01

simulated function PostBeginPlay()
{
	SetTimer(0.1, True);
}

simulated function Timer()
{
	if (Owner == None)
		Destroy();
}

defaultproperties
{
	DrawType=DT_Mesh
	Mesh=NukeBurner
	DrawScale=1.350000
	ScaleGlow=0.800000
	RemoteRole=ROLE_SimulatedProxy
	bUnlit=True
	Style=STY_Translucent
	Physics=PHYS_Trailer
	bTrailerSameRotation=True
	bNetTemporary=False
}