class ScrnTrenchgunFire extends TrenchgunFire; simulated function bool AllowFire() { //changed to 1 -- PooSH if( KFWeapon(Weapon).bIsReloading && KFWeapon(Weapon).MagAmmoRemaining < 1) return false; if(KFPawn(Instigator).SecondaryItem!=none) return false; if( KFPawn(Instigator).bThrowingNade ) return false; if( Level.TimeSeconds - LastClickTime>FireRate ) { LastClickTime = Level.TimeSeconds; } if( KFWeaponShotgun(Weapon).MagAmmoRemaining<1 ) { return false; } return super(WeaponFire).AllowFire(); } event ModeDoFire() { if( KFWeapon(Weapon).MagAmmoRemaining <= 1 && !KFWeapon(Weapon).bIsReloading ) { ScrnTrenchgun(Weapon).HideBullet(); //hide bullet } Super.ModeDoFire(); } defaultproperties { ProjectileClass=Class'ScrnBalanceSrv.ScrnTrenchgunBullet' }