class KFSpinnyWeap extends SpinnyWeap; //var rotator InitialRotOffset; simulated event PostBeginPlay() { // SetRotation(InitialRotOffset); log(Rotation); } /* function Tick(float Delta) { local rotator NewRot; NewRot = Rotation; NewRot.Yaw += Delta * SpinRate/Level.TimeDilation; SetRotation(NewRot); CurrentTime += Delta/Level.TimeDilation; // If desired, play some random animations if(bPlayRandomAnims && CurrentTime >= NextAnimTime) { PlayNextAnim(); } } */ defaultproperties { //InitialRotOffset=(pitch=-47451,roll=15760,yaw=0) SpinRate = 0 bUnlit=true AnimNames(0)=IdleRestAnim }