class TankGKOneTurret expands xTreadVehWeapon;

//Mesh import
#exec MESH IMPORT MESH=TankGKOneTurret ANIVFILE=MODELS\TankGKOneTurret_a.3d DATAFILE=MODELS\TankGKOneTurret_d.3d X=0 Y=0 Z=0 UNMIRROR=1
#exec MESH LODPARAMS MESH=TankGKOneTurret STRENGTH=0.85
#exec MESH ORIGIN MESH=TankGKOneTurret X=0 Y=0 Z=0

//Mesh anim
#exec MESH SEQUENCE MESH=TankGKOneTurret SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=TankGKOneTurret SEQ=Still STARTFRAME=0 NUMFRAMES=1

//Mesh scale
#exec MESHMAP NEW MESHMAP=TankGKOneTurret MESH=TankGKOneTurret
#exec MESHMAP SCALE MESHMAP=TankGKOneTurret X=0.25 Y=0.25 Z=0.5

//Skinning
#exec TEXTURE IMPORT NAME=TankTurretSk_II FILE=SKINS\TankTurretSk_II.bmp GROUP=Skins LODSET=2
#exec MESHMAP SETTEXTURE MESHMAP=TankGKOneTurret NUM=1 TEXTURE=TankTurretSk_II

#exec AUDIO IMPORT NAME="TankGKFire01" FILE=SOUNDS\TankGKFire01.wav GROUP="TankGKOne"

function SpawnFireEffects(byte Mode)
{
local vector ROffset;
local TCBulOutFX LPl;

	if (PitchPart != None)
	{
		ROffset = WeapSettings[Mode].FireStartOffset;
		LPl = Spawn(Class'TCBulOutFX',,,PitchPart.Location + (ROffset >> PitchPart.Rotation), PitchPart.Rotation);
	}
}

defaultproperties
{
	DrawType=DT_Mesh
	Mesh=TankGKOneTurret
	TurretPitchActor=Class'TankGKOneCannon'
	PitchActorOffset=(X=51.250000,Y=0.000000,Z=4.375000)
	RotatingSpeed=22000.000000
	BarrelTurnSound=None
	SoundPitch=64
	SoundRadius=150
	SoundVolume=255
	PitchRange=(Min=-1700,Max=4500)
	bPhysicalGunAimOnly=True
	WeapSettings(0)=(ProjectileClass=Class'TankCBullet',FireStartOffset=(X=225.000000),RefireRate=3.000000,FireSound=Sound'TankGKFire01',FireSndRange=64,FireSndVolume=40)
	bAltFireZooms=True
	PartMass=1
	CollisionRadius=80.000000
	CollisionHeight=18.000000
	FiringShaking(0)=(bShakeEnabled=True,ShakeStart=SHK_OnFire,ShakeRadius=365.000000,ShakeTime=0.350000,ShakeRollMag=1850.000000,ShakeVertMag=1200.000000)
}
