class KnifeAttachment extends KFMeleeAttachment ; defaultproperties { Mesh=SkeletalMesh'KF_Weapons3rd_Trip.Knife_3rd' MovementAnims(0)=JogF_Knife MovementAnims(1)=JogB_Knife MovementAnims(2)=JogL_Knife MovementAnims(3)=JogR_Knife CrouchAnims(0)=CHwalkF_Knife CrouchAnims(1)=CHwalkB_Knife CrouchAnims(2)=CHwalkL_Knife CrouchAnims(3)=CHwalkR_Knife // WalkAnims(0)=WalkF // WalkAnims(1)=WalkB // WalkAnims(2)=WalkL // WalkAnims(3)=WalkR 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_Knife TurnLeftAnim=TurnL_Knife CrouchTurnRightAnim=CH_TurnR_Knife CrouchTurnLeftAnim=CH_TurnL_Knife IdleRestAnim=Idle_Knife//Idle_Rest IdleCrouchAnim=CHIdle_Knife IdleSwimAnim=Swim_Tread IdleWeaponAnim=Idle_Knife//Idle_Rifle IdleHeavyAnim=Idle_Knife//Idle_Biggun IdleRifleAnim=Idle_Knife//Idle_Rifle IdleChatAnim=Idle_Knife FireAnims(0)=Attack2_Knife FireAnims(1)=Attack2_Knife FireAnims(2)=Attack2_Knife FireAnims(3)=Attack2_Knife FireAltAnims(0)=Attack1_Knife FireAltAnims(1)=Attack1_Knife FireAltAnims(2)=Attack1_Knife FireAltAnims(3)=Attack1_Knife FireCrouchAnims(0)=CHAttack2_Knife FireCrouchAnims(1)=CHAttack2_Knife FireCrouchAnims(2)=CHAttack2_Knife FireCrouchAnims(3)=CHAttack2_Knife FireCrouchAltAnims(0)=CHAttack1_Knife FireCrouchAltAnims(1)=CHAttack1_Knife FireCrouchAltAnims(2)=CHAttack1_Knife FireCrouchAltAnims(3)=CHAttack1_Knife HitAnims(0)=HitF_Knife HitAnims(1)=HitB_Knife HitAnims(2)=HitL_Knife HitAnims(3)=HitR_Knife PostFireBlendStandAnim=Blend_Knife PostFireBlendCrouchAnim=CHBlend_Knife }