Class HopMineLight extends Effects
    transient;

var byte ModeIndex;
var() Material Dots[3];

simulated final function SetMode( bool bA, bool bB )
{
    local byte i;

    if( bB )
        i = 2;
    else if( bA )
        i = 1;
    else i = 0;

    if( i==ModeIndex )
        return;
    Texture = Dots[i];
    ModeIndex = i;
    if( ModeIndex==0 )
    {
        PlaySound(Sound'ScrnWeaponPack_SND.mine.combine_mine_deactivate1');
        AmbientSound = None;
    }
    else AmbientSound = Sound'ScrnWeaponPack_SND.mine.combine_mine_active_loop1';
}

defaultproperties
{
     Dots(0)=FinalBlend'ScrnWeaponPack_T.mine.FBBlueDot'
     Dots(1)=FinalBlend'ScrnWeaponPack_T.mine.FBGreenDot'
     Dots(2)=FinalBlend'ScrnWeaponPack_T.mine.FBRedDot'
     Texture=FinalBlend'ScrnWeaponPack_T.mine.FBBlueDot'
     DrawScale=0.035000
     bFullVolume=True
     bHardAttach=True
     SoundVolume=255
     SoundRadius=200.000000
     TransientSoundVolume=2.000000
     TransientSoundRadius=350.000000
}
