class ProtectaFire extends ShotgunFire; simulated function bool AllowFire() { 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( KFWeapon(Weapon).MagAmmoRemaining<1 ) return false; return super(WeaponFire).AllowFire(); } defaultproperties { KickMomentum=(X=0.000000,Z=0.000000) maxVerticalRecoilAngle=500 maxHorizontalRecoilAngle=250 FireSoundRef="ScrnWeaponPack_SND.Protecta.striker_shot_stereo" StereoFireSoundRef="ScrnWeaponPack_SND.Protecta.striker_shot_stereo" NoAmmoSoundRef="ScrnWeaponPack_SND.Protecta.striker_empty" ProjPerFire=1 bWaitForRelease=False bModeExclusive=False FireAnimRate=1.750000 FireRate=0.300000 AmmoClass=Class'ScrnWeaponPack.ProtectaAmmo' ShakeRotMag=(Z=250.000000) ShakeRotTime=3.000000 ShakeOffsetMag=(Z=6.000000) ShakeOffsetTime=1.250000 ProjectileClass=Class'ScrnWeaponPack.ProtectaFlare' BotRefireRate=0.250000 aimerror=2.000000 Spread=0.000000 SpreadStyle=SS_None }