class ThunderbirdDeathBomb extends actor;
//var int loopcount;
var Controller responsibleController;

simulated function PostBeginPlay(){
    local ThunderbirdHitEffect E;
	local int count;
//    E = Spawn(Class'XEffects.RedeemerExplosion',self,,Location, Rot(0,16384,0)); //This anim isn't quite what I want, but its close.

    ForEach RadiusActors(class'ThunderbirdHitEffect',E,256)
      count++;
    if(count<=2){
        E = Spawn(Class'ThunderbirdBombEffect',self,,Location, Rot(0,16384,0));
	if ( Level.NetMode == NM_DedicatedServer )
	{
		E.LifeSpan = 0.7;
	}
    }
    	PlaySound(sound'WeaponSounds.redeemer_explosionsound');
//	SetTimer(0.2,true);
//    HurtRadius(100, 1024, Class'DamTypeThunderbird', 10000, Location);
//    HurtRadius(150, 768, Class'DamTypeThunderbird', 10000, Location);
//    HurtRadius(250, 512, Class'DamTypeThunderbird', 10000, Location);
    responsibleController=Controller(owner);

}

event PreBeginPlay()
{
	SetTimer(0.5,true);
}

function Timer()
{
    Spawn(class'BigBangNitro',Owner,,Location+(VRand()*2000)+Vect(0,0,1000)).ResponsibleController=ResponsibleController;
}

defaultproperties
{
     DrawType=DT_None
     RemoteRole=ROLE_None
     LifeSpan=20.000000
}
