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

simulated function PostBeginPlay(){
    local xEmitter arc;
    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'ThunderbirdHitEffect',self,,Location, Rot(0,16384,0));
	if ( Level.NetMode == NM_DedicatedServer )
	{
		E.LifeSpan = 0.7;
	}
    }
//    	PlaySound(sound'WeaponSounds.redeemer_explosionsound');
//	SetTimer(0.2,true);
        arc=Spawn(class'MegaLightningBolt',Owner,,Location);
    HurtRadius(10, 1024, Class'DamTypeThunderbird', 10000, Location);
    HurtRadius(15, 768, Class'DamTypeThunderbird', 10000, Location);
    HurtRadius(25, 512, Class'DamTypeThunderbird', 10000, Location);
}

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

function Timer()
{
	//HurtRadius(10, 384, class'DamTypeFlamed', 0, location );
    HurtRadius(10, 1024, Class'DamTypeThunderbird', 10000, Location);
    HurtRadius(15, 768, Class'DamTypeThunderbird', 10000, Location);
    HurtRadius(25, 512, Class'DamTypeThunderbird', 10000, Location);
}

//simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation ){
//	local actor Victims;
//	foreach VisibleCollidingActors( class 'Actor', Victims, DamageRadius, HitLocation ){
//		Victims.SetDelayedDamageInstigatorController(responsibleController); //Ensure scoring works.
//	}
//	Super.HurtRadius(DamageAmount, DamageRadius, DamageType, Momentum, Hitlocation);
//}

defaultproperties
{
     DrawType=DT_None
     LifeSpan=1.500000
}
