class TOMexplfade extends Effects;

var float lifetime;

auto state Fade
{
   simulated function tick(float dtime)
   {
      ScaleGlow=LifeSpan;
      lifetime+=dtime;
      if(lifetime<0.15) drawscale=50*lifetime;
      else drawscale=0.30*50*LifeSpan;
   }
   simulated function BeginState()
   {
      Super.BeginState();
      lifetime=0.01;
      ClientFlashes();
   }
}

function ClientFlashes()
{
   local Vector EndFlashFog;
   local float f;
   local PlayerPawn p;

   EndFlashFog.X=3;	
   EndFlashFog.Y=2;	
   EndFlashFog.Z=2;

   ForEach VisibleActors( class'PlayerPawn', p)
   {
      f=2000-vsize(location-p.location);
      if(f>0)p.ClientFlash( 1, 300*EndFlashFog );
   }
}

defaultproperties
{
   LifeSpan=0.65
   DrawType=1
   Style=3
   Texture=Texture'UnrealShare.Effects.T_PBurst'
   DrawScale=0.00
   AmbientGlow=1
   bUnlit=True
}