class JTDXTurret expands JSDXTurret;

//Skinning
#exec TEXTURE IMPORT NAME=JeepTDXHTurretSk FILE=SKINS\JeepTDXHTurretSk.bmp GROUP=Skins LODSET=2

//Sounds
#exec AUDIO IMPORT NAME="JTDXLFire" FILE=SOUNDS\JTDXLFire.wav GROUP="Fire"
#exec AUDIO IMPORT NAME="JTDXLDualFire" FILE=SOUNDS\JTDXLDualFire.wav GROUP="Fire"

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

	if (PitchPart != None)
	{
	ROffset = WeapSettings[Mode].FireStartOffset;

	if (Mode == 0)
	{
		if (bTurnFire)
			ROffset.Y = -ROffset.Y;
		LPl = Spawn(Class'HPlasmaFireFX',PitchPart,,PitchPart.Location + (ROffset >> PitchPart.Rotation));
		LPl.PrePivotRel = ROffSet;
		
	}
	else
	{
		LPl = Spawn(Class'HPlasmaFireFX',PitchPart,,PitchPart.Location + (ROffset >> PitchPart.Rotation));
		LPl.PrePivotRel = ROffSet;
		ROffset.Y = -ROffset.Y;
		LPl = Spawn(Class'HPlasmaFireFX',PitchPart,,PitchPart.Location + (ROffset >> PitchPart.Rotation));
		LPl.PrePivotRel = ROffSet;
	}
	}
}

defaultproperties
{
	DrawType=DT_Mesh
	Mesh=JSDXTurret
	TurretPitchActor=Class'JTDXGun'
	MultiSkins(1)=JeepTDXHTurretSk
	WeapSettings(0)=(ProjectileClass=Class'JTDXLPlasma',FireStartOffset=(X=87.500000,Y=12.500000,Z=24.000000),RefireRate=2.200000)
	WeapSettings(0)=(FireAnim1=LeftHeavyFire,FireAnim2=RightHeavyFire,FireSound=Sound'JTDXLFire',DualMode=1)
	WeapSettings(1)=(ProjectileClass=Class'JTDXLPlasma',FireStartOffset=(X=87.500000,Y=12.500000,Z=24.000000),RefireRate=1.000000)
	WeapSettings(1)=(FireAnim1=DualHeavyFire,FireSound=Sound'JTDXLDualFire',DualMode=2)
}
