class BoomStickAttachment extends KFWeaponAttachment; defaultproperties { mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar' mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer' MeshRef="KF_Weapons3rd_Trip.HuntingShot_3rd" MovementAnims(0)=JogF_HuntingShotgun MovementAnims(1)=JogB_HuntingShotgun MovementAnims(2)=JogL_HuntingShotgun MovementAnims(3)=JogR_HuntingShotgun CrouchAnims(0)=CHwalkF_HuntingShotgun CrouchAnims(1)=CHwalkB_HuntingShotgun CrouchAnims(2)=CHwalkL_HuntingShotgun CrouchAnims(3)=CHwalkR_HuntingShotgun WalkAnims(0)=WalkF_HuntingShotgun WalkAnims(1)=WalkB_HuntingShotgun WalkAnims(2)=WalkL_HuntingShotgun WalkAnims(3)=WalkR_HuntingShotgun AirStillAnim=JumpF_Mid AirAnims(0)=JumpF_Mid AirAnims(1)=JumpF_Mid AirAnims(2)=JumpL_Mid AirAnims(3)=JumpR_Mid TakeoffStillAnim=JumpF_Takeoff TakeoffAnims(0)=JumpF_Takeoff TakeoffAnims(1)=JumpF_Takeoff TakeoffAnims(2)=JumpL_Takeoff TakeoffAnims(3)=JumpR_Takeoff LandAnims(0)=JumpF_Land LandAnims(1)=JumpF_Land LandAnims(2)=JumpL_Land LandAnims(3)=JumpR_Land TurnRightAnim=TurnR_HuntingShotgun TurnLeftAnim=TurnL_HuntingShotgun CrouchTurnRightAnim=CH_TurnR_HuntingShotgun CrouchTurnLeftAnim=CH_TurnL_HuntingShotgun IdleRestAnim=Idle_HuntingShotgun//Idle_Rest IdleCrouchAnim=CHIdle_HuntingShotgun IdleSwimAnim=Swim_Tread IdleWeaponAnim=Idle_HuntingShotgun//Idle_Rifle IdleHeavyAnim=Idle_HuntingShotgun//Idle_Biggun IdleRifleAnim=Idle_HuntingShotgun//Idle_Rifle IdleChatAnim=Idle_HuntingShotgun FireAnims(0)=Fire_HuntingShotgun FireAnims(1)=Fire_HuntingShotgun FireAnims(2)=Fire_HuntingShotgun FireAnims(3)=Fire_HuntingShotgun FireAltAnims(0)=Fire_HuntingShotgun FireAltAnims(1)=Fire_HuntingShotgun FireAltAnims(2)=Fire_HuntingShotgun FireAltAnims(3)=Fire_HuntingShotgun FireCrouchAnims(0)=CHFire_HuntingShotgun FireCrouchAnims(1)=CHFire_HuntingShotgun FireCrouchAnims(2)=CHFire_HuntingShotgun FireCrouchAnims(3)=CHFire_HuntingShotgun FireCrouchAltAnims(0)=CHFire_HuntingShotgun FireCrouchAltAnims(1)=CHFire_HuntingShotgun FireCrouchAltAnims(2)=CHFire_HuntingShotgun FireCrouchAltAnims(3)=CHFire_HuntingShotgun HitAnims(0)=HitF_HuntingShotgun HitAnims(1)=HitB_HuntingShotgun HitAnims(2)=HitL_HuntingShotgun HitAnims(3)=HitR_HuntingShotgun PostFireBlendStandAnim=Blend_HuntingShotgun PostFireBlendCrouchAnim=CHBlend_HuntingShotgun }