class UDamageEffect expands Effects;

#exec MESH IMPORT MESH=UDamageEffect ANIVFILE=MODELS\UDamageEffect_a.3d DATAFILE=MODELS\UDamageEffect_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=UDamageEffect STRENGTH=0
#exec MESH ORIGIN MESH=UDamageEffect X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=UDamageEffect SEQ=All STARTFRAME=0 NUMFRAMES=10
#exec MESH SEQUENCE MESH=UDamageEffect SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=UDamageEffect SEQ=Dance STARTFRAME=0 NUMFRAMES=10 RATE=8.0

#exec MESHMAP NEW MESHMAP=UDamageEffect MESH=UDamageEffect
#exec MESHMAP SCALE MESHMAP=UDamageEffect X=0.10408 Y=0.10408 Z=0.20816

#exec MESHMAP SETTEXTURE MESHMAP=UDamageEffect NUM=1 TEXTURE=UDamageEnergy

#exec MESH IMPORT MESH=UDamageEffectB ANIVFILE=MODELS\UDamageEffectB_a.3d DATAFILE=MODELS\UDamageEffectB_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=UDamageEffectB STRENGTH=0
#exec MESH ORIGIN MESH=UDamageEffectB X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=UDamageEffectB SEQ=All STARTFRAME=0 NUMFRAMES=10
#exec MESH SEQUENCE MESH=UDamageEffectB SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=UDamageEffectB SEQ=Dance STARTFRAME=0 NUMFRAMES=10 RATE=8.0

#exec MESHMAP NEW MESHMAP=UDamageEffectB MESH=UDamageEffectB
#exec MESHMAP SCALE MESHMAP=UDamageEffectB X=0.10408 Y=0.10408 Z=0.20816

#exec MESHMAP SETTEXTURE MESHMAP=UDamageEffectB NUM=1 TEXTURE=UDamageEnergy

simulated function PostBeginPlay()
{
	LoopAnim('Dance', 2.0);
}

simulated function Tick( float DeltaTime)
{
	if (LifeSpan < 0.15)
		LifeSpan = 0.6;

	ScaleGlow = 2.5 * LifeSpan;

	bHidden = Owner.bHidden;
}

defaultproperties
{
	DrawType=DT_Mesh
	Mesh=UDamageEffect
	bUnlit=True
	Style=STY_Translucent
	Physics=PHYS_Trailer
	bTrailerSameRotation=True
	RemoteRole=ROLE_None
	LifeSpan=0.600000
	ScaleGlow=2.000000
}
