//=============================================================================
// MainMan says: You's a ph00'!
//=============================================================================
class LightFade extends Actor;

var bool bLagga;
var MMRPGSafeArea SA;

//simulated function PostBeginPlay()
//{
//	local zoneinfo ZZ;
//	Super.PostBeginPlay();
//	Foreach AllActors(Class'ZoneInfo', ZZ)
//	{
//		If(ZZ.Class == Class'Contender.MMRPGSafeArea')
//		{
//			SA = MMRPGSafeArea(ZZ);
//		}
//	}
//
//	SetTimer(0.1, True);
//}

//Function Timer()
//{
//	if(bLagga)
//	{
//
//
//		if(SA.AmbientBrightness < 255)
//		{
//			SA.AmbientBrightness += 1;
//		}
//
//
//		if(SA.AmbientBrightness >= 255)
//		{
//			SA.AmbientBrightness = 25;
//			bLagga = False;
//		}
//	}
//
//	if(!bLagga)
//	{
//		if(SA.AmbientBrightness > 0)
//		{
//			SA.AmbientBrightness -= 1;
//		}
//
//		if(SA.AmbientBrightness <= 0)
//		{
//			SA.AmbientBrightness = 0;
//			bLagga = True;
//		}
//	}
//}

defaultproperties
{
	bLagga=True;
     bHidden=True
     Physics=PHYS_None
     DrawType=DT_Sprite
     Texture=Texture'Engine.S_Inventory'
     DrawScale=1.000000
     CollisionRadius=0.000001
     CollisionHeight=0.000001
     Mass=0.000000
     Buoyancy=0.000000
     bBlockActors=False
     bBlockPlayers=False
     bCollideActors=False
     bCollideWorld=False
     bProjTarget=False
}
