class CrossbowFire extends KFShotgunFire; simulated function bool AllowFire() { return (Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire); } function float MaxRange() { return 2500; } function DoFireEffect() { Super(KFShotgunFire).DoFireEffect(); } defaultproperties { FireAimedAnim=Fire_Iron KickMomentum=(X=0,y=0,Z=0) ProjPerFire=1 TransientSoundVolume=1.8 FireSoundRef="KF_XbowSnd.Xbow_Fire" NoAmmoSoundRef="KF_XbowSnd.Xbow_DryFire" FireForce="AssaultRifleFire" FireRate=1.800000 AmmoClass=Class'KFMod.CrossbowAmmo' ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000) ProjectileClass=Class'KFMod.CrossbowArrow' BotRefireRate=1.800000 FlashEmitterClass=None aimerror=1.000000 Spread=0.75 SpreadStyle=SS_None ProjSpawnOffset=(X=25,Y=0,Z=0)//(X=5,Y=5,Z=-25) EffectiveRange=2500.000000 maxVerticalRecoilAngle=200 maxHorizontalRecoilAngle=50 bWaitForRelease=true bRandomPitchFireSound=false }