#
# Cybran Artillery Projectile
#

local SeaDragonShell = import('/mods/BlackOps/lua/BlackOpsprojectiles.lua').SeaDragonShell
SeaDragonShell01 = Class(SeaDragonShell) {
	
	OnImpact = function(self, targetType, targetEntity)
        local army = self:GetArmy()
        CreateLightParticle( self, -1, army, 24, 5, 'glow_03', 'ramp_red_10' )
        CreateLightParticle( self, -1, army, 8, 16, 'glow_03', 'ramp_antimatter_02' )   
		SeaDragonShell.OnImpact(self, targetType, targetEntity)  
	end,
	
    CreateImpactEffects = function( self, army, EffectTable, EffectScale )
        local emit = nil
        for k, v in EffectTable do
            emit = CreateEmitterAtEntity(self,army,v)
            if emit and EffectScale != 1 then
                emit:ScaleEmitter(EffectScale or 1)
            end
        end
    end,
}

TypeClass = SeaDragonShell01