//=============================================================================
// WeaponPowerUp.
//=============================================================================
class WeaponPowerUp expands Pickup;

#exec MESH IMPORT MESH=WeaponPowerUpMesh ANIVFILE=MODELS\dpower_a.3D DATAFILE=MODELS\dpower_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WeaponPowerUpMesh X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WeaponPowerUpMesh SEQ=All STARTFRAME=0  NUMFRAMES=20
#exec MESH SEQUENCE MESH=WeaponPowerUpMesh SEQ=AnimEnergy STARTFRAME=0  NUMFRAMES=20
#exec TEXTURE IMPORT NAME=aPower1 FILE=MODELS\dpower.PCX GROUP="Skins"
#exec OBJ LOAD FILE=Textures\fireeffect22.utx PACKAGE=UNREALI
#exec MESHMAP SCALE MESHMAP=WeaponPowerUpMesh X=0.05 Y=0.05 Z=0.10
#exec MESHMAP SETTEXTURE MESHMAP=WeaponPowerUpMesh NUM=1 TEXTURE=aPower1
#exec MESHMAP SETTEXTURE MESHMAP=WeaponPowerUpMesh NUM=0 TEXTURE=FireEffect22

auto state Pickup
{

	function BeginState()
	{
		BecomePickup();
		LoopAnim('AnimEnergy',0.4);		
	}
  
	function Touch( actor Other )
	{
		local Inventory Copy;
		if ( Pawn(Other)!=None && Pawn(Other).bIsPlayer)
			Level.Game.PickupQuery(Pawn(Other), Self);
	}

}

