class BigBangNitro extends actor;
var int loopcount;
var Controller responsibleController;

function PostBeginPlay(){
	Local Emitter E;
	loopcount=0;
    E = Spawn(Class'RedeemerExplosionLite',self,,Location, Rot(0,16384,0)); //This anim isn't quite what I want, but its close.
	if ( Level.NetMode == NM_DedicatedServer )
	{
		E.LifeSpan = 0.7;
	}

    	PlaySound(sound'WeaponSounds.redeemer_explosionsound');
	SetTimer(0.2,true);
    responsibleController=Instigator.Controller;



}

function Timer()
{ //I know switch would be tidier, but now its finally working im not going to fiddle any more.
if(loopcount==2) //Once created, creating object has 0.4 seconds to set the responsibleController.
    HurtRadius(500, 2400*0.125, Class'DamTypeThunderbird', 200000, Location);
if(loopcount==3)
    HurtRadius(500, 2400*0.300, Class'DamTypeThunderbird', 200000, Location);
if(loopcount==4)
    HurtRadius(500, 2400*0.475, Class'DamTypeThunderbird', 200000, Location);
if(loopcount==5)
    HurtRadius(500, 2400*0.650, Class'DamTypeThunderbird', 200000, Location);
if(loopcount==6)
    HurtRadius(500, 2400*0.825, Class'DamTypeThunderbird', 200000, Location);
if(loopcount==7)
    HurtRadius(500, 2400*1.000, Class'DamTypeThunderbird', 200000, Location);
if(loopcount==8)
    Destroy();
loopcount++;
}

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

defaultproperties
{
     DrawType=DT_None
}
