//=============================================================================
// Plasma.
//=============================================================================
class Plasma expands Projectile;


#exec MESH IMPORT MESH=plasma ANIVFILE=MODELS\cros_t_a.3D DATAFILE=MODELS\cros_t_d.3D X=0 Y=0 Z=0 
#exec MESH ORIGIN MESH=plasma X=0 Y=0 Z=0 YAW=-64
#exec MESH SEQUENCE MESH=plasma SEQ=All STARTFRAME=0  NUMFRAMES=1
#exec MESH SEQUENCE MESH=plasma SEQ=Still  STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP SCALE MESHMAP=plasma X=0.02 Y=0.02 Z=0.04
#exec OBJ LOAD FILE=Textures\fireeffect1.utx PACKAGE=UNREALI
#exec MESHMAP SETTEXTURE MESHMAP=plasma NUM=0 TEXTURE=FireEffect1a
#exec MESHMAP SETTEXTURE MESHMAP=plasma NUM=1 TEXTURE=FireEffect1
  
function PreBeginPlay()
{
	CallParent.PreBeginPlay();
	Velocity = Vector(Rotation) * speed;
	RandSpin(50000);
	PlaySound(SpawnSound);
}

function Explode(vector HitLocation, vector HitNormal)
{
	HurtRadius(Damage,150.0, 'exploded', MomentumTransfer, HitLocation );	
	Spawn(class'BallExplosion',, '', HitLocation, Rotation(VRand()));
	Destroy();
}

function ProcessTouch (Actor Other, vector HitLocation)
{
	If (Other!=Instigator  && DispersionAmmo(Other)==None)
		Explode(HitLocation, HitLocation);
}

