class HeatFlames expands Effects;

//Flamming textures
#exec TEXTURE IMPORT NAME=Flames_01 FILE=EFFECTS\Flames_01.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_02 FILE=EFFECTS\Flames_02.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_03 FILE=EFFECTS\Flames_03.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_04 FILE=EFFECTS\Flames_04.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_05 FILE=EFFECTS\Flames_05.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_06 FILE=EFFECTS\Flames_06.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_07 FILE=EFFECTS\Flames_07.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_08 FILE=EFFECTS\Flames_08.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_09 FILE=EFFECTS\Flames_09.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_10 FILE=EFFECTS\Flames_10.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_11 FILE=EFFECTS\Flames_11.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_12 FILE=EFFECTS\Flames_12.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_13 FILE=EFFECTS\Flames_13.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_14 FILE=EFFECTS\Flames_14.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=Flames_15 FILE=EFFECTS\Flames_15.bmp GROUP=Effects FLAGS=2

var() texture RandFlames[15];

simulated function PostBeginPlay()
{
	Texture = RandFlames[Rand(14)];
	Velocity = vect(0,0,128);
}

simulated function Tick(float DeltaTime)
{
	if (LifeSpan > 0.5)
		ScaleGlow = (0.7 - LifeSpan) * Default.ScaleGlow / 0.2;
	else
		ScaleGlow = LifeSpan * Default.ScaleGlow / 0.5;
}

defaultproperties
{
	DrawType=DT_Sprite
	Texture=NukeCorona
	Physics=PHYS_Projectile
	RemoteRole=ROLE_SimulatedProxy
	DrawScale=0.500000
	ScaleGlow=1.500000
	Style=STY_Translucent
	LifeSpan=0.700000
	RandFlames(0)=Flames_01
	RandFlames(1)=Flames_02
	RandFlames(2)=Flames_03
	RandFlames(3)=Flames_04
	RandFlames(4)=Flames_05
	RandFlames(5)=Flames_06
	RandFlames(6)=Flames_07
	RandFlames(7)=Flames_08
	RandFlames(8)=Flames_09
	RandFlames(9)=Flames_10
	RandFlames(10)=Flames_11
	RandFlames(11)=Flames_12
	RandFlames(12)=Flames_13
	RandFlames(13)=Flames_14
	RandFlames(14)=Flames_15
}
