//=============================================================================
// FlameBall.
//=============================================================================
class FlameBall expands Effects;

#exec MESH IMPORT MESH=flameball ANIVFILE=MODELS\flamba_a.3D DATAFILE=MODELS\flamba_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=flameball X=0 Y=0 Z=0 YAW=0
#exec MESH SEQUENCE MESH=flameball SEQ=All       STARTFRAME=0   NUMFRAMES=6
#exec MESH SEQUENCE MESH=flameball SEQ=Explosion STARTFRAME=0   NUMFRAMES=6
#exec TEXTURE IMPORT NAME=Jflameball1 FILE=MODELS\flambal.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=flameball X=.2 Y=0.2 Z=0.4 YAW=128
#exec MESHMAP SETTEXTURE MESHMAP=flameball NUM=1 TEXTURE=Jb1exp1

#exec AUDIO IMPORT FILE="Sounds\flak\Explode1.WAV" NAME="Explode1" GROUP="flak" 
var rotation NormUp;

auto state Explode
{
	function Tick( float DeltaTime )
	{
		LightBrightness = Max( LightBrightness - 250*DeltaTime, 0 );
	}
Begin:
	PlayAnim( 'Explosion', 1 ); 
	PlaySound (EffectSound1);
	MakeNoise(1.0);				
	FinishAnim();
	Destroy();	
}

