class SpeedFX expands Effects;

//Effect textures
#exec TEXTURE IMPORT NAME=SpdPartY01 FILE=EFFECTS\SpdPartY01.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=SpdPartY02 FILE=EFFECTS\SpdPartY02.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=SpdPartY03 FILE=EFFECTS\SpdPartY03.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=SpdPartY04 FILE=EFFECTS\SpdPartY04.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=SpdPartY05 FILE=EFFECTS\SpdPartY05.bmp GROUP=Effects FLAGS=2
#exec TEXTURE IMPORT NAME=SpdPartY06 FILE=EFFECTS\SpdPartY06.bmp GROUP=Effects FLAGS=2

var() texture RandParticle[6];

simulated function PostBeginPlay()
{
	Texture = RandParticle[Min(Rand(6),5)];
	Velocity = vect(0,0,32);
}

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=SpdPartY01
	Physics=PHYS_Projectile
	RemoteRole=ROLE_SimulatedProxy
	DrawScale=1.000000
	ScaleGlow=1.500000
	Style=STY_Translucent
	LifeSpan=0.700000
	RandParticle(0)=SpdPartY01
	RandParticle(1)=SpdPartY02
	RandParticle(2)=SpdPartY03
	RandParticle(3)=SpdPartY04
	RandParticle(4)=SpdPartY05
	RandParticle(5)=SpdPartY06
}
