//=============================================================================
// NanoVirusGrenade.
//=============================================================================
class NerveProj extends ThrownProjectile;

function PlayBeepSound( float Range, float Pitch, float volume )
{

}

function Tick(float j)
{
	MultiSkins[1]=Texture'Effects.UserInterface.DrunkFX';
	super.tick(j);
}

function DrawExplosionEffects(vector HitLocation, vector HitNormal)
{

}


auto simulated state Flying
{
	simulated function Explode(vector HitLocation, vector HitNormal)
	{
		local DeusExPlayer P;
		local inventory inv;
		foreach VisibleCollidingActors( class 'DeusExPlayer', P, BlastRadius, HitLocation )
		{
			if(P != None)
			{
				If( (!P.Region.Zone.IsA('MMRPGSafeArea')) && (!P.Region.Zone.IsA('MMRPGRoomArea')) )
				{
					if(P.InHand != None)
					{
						inv=P.InHand;
				
					}

					if(P.InHand == None)
					{
						if(P.LastinHand != None)
						{
							inv=P.LastinHand;
						}
					}
					if (Inv.IsA('DeusExWeapon'))
					{
						DeusExWeapon(Inv).ScopeOff();
						DeusExWeapon(Inv).LaserOff();
					}
					if( Inv != None && !Inv.IsA('MMRPGCreditCard') && !Inv.IsA('WeaponFist') )
					{
						Inv.DropFrom(P.Location);
					}
					If(P.IsA('_MMRPGPlayer'))
					{
						_MMRPGPlayer(P).bNerve = True;
					}
           	 			P.FeignDeath();
           				P.PlaySound(Sound'DeusExSounds.Player.MaleDrown');
				}
			}
		}
		Super.Explode(HitLocation, HitNormal);
	}
}


defaultproperties
{
     fuseLength=3.000000
     proxRadius=128.000000
     AISoundLevel=0.100000
     bBlood=False
     bDebris=False
     DamageType=HalonGas
     spawnWeaponClass=Class'Contender.NerveWeap'
     ItemName="Nerve-Gas Grenade"
     speed=1000.000000
     MaxSpeed=1000.000000
     Damage=25.000000
     MomentumTransfer=50000
     ImpactSound=Sound'ContenderStuff.Weapons.NerveExp'
     MiscSound=Sound'ContenderStuff.Weapons.GasBounce'
     LifeSpan=0.000000
     Mesh=LodMesh'DeusExItems.NanoVirusGrenadePickup'
	MultiSkins(0)=Texture'ContenderStuff.Skins.Nerve1st';
	MultiSkins(1)=Texture'Effects.Smoke.Gas_Tear_A';
     CollisionRadius=2.630000
     CollisionHeight=4.410000
     Mass=5.000000
     Buoyancy=2.000000
}
