
class AdrenSpawnEffect expands Effects;

#exec TEXTURE IMPORT NAME=adrenblue FILE=Textures\adrenblue.BMP GROUP=Skins

simulated function PostBeginPlay()
{
   local int i;

   Super.PostBeginPlay();
   if (Level.bDropDetail)
      LightType = LT_None;
   if (Owner != None)
   {
      mesh = Owner.Mesh;
      if (!Owner.bIsPawn)
         skin = Owner.Skin;
      else
         skin = texture'adrenblue';

      Style = STY_Translucent;
      ScaleGlow = 1.0;

      if (Owner.IsA('Inventory'))
         DrawScale = Inventory(Owner).PickupViewScale;
      else
         DrawScale = Owner.DrawScale;
   }
   Playsound(sound'RespawnSound2');
}

simulated function Tick(float Delta)
{
   ScaleGlow -= Delta;
   if (ScaleGlow <= 0)
      Destroy();
}

defaultproperties
{
   bNetOptional=True
   RemoteRole=ROLE_SimulatedProxy
   DrawType=DT_Mesh
   bUnlit=True
   LightType=LT_Steady
   LightEffect=LE_NonIncidence
   LightBrightness=210
   LightHue=30
   LightSaturation=224
   LightRadius=5
}
