class AK47Attachment extends KFWeaponAttachment; defaultproperties { mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdMP' mTracerClass=Class'KFMod.KFNewTracer' mShellCaseEmitterClass=Class'KFMod.KFShellSpewer' bRapidFire=True bAltRapidFire=True SplashEffect=Class'BulletSplashEmitter' CullDistance=5000.000000 MeshRef="KF_Weapons3rd_Trip.AK47_3rd" MovementAnims(0)=JogF_AK47 MovementAnims(1)=JogB_AK47 MovementAnims(2)=JogL_AK47 MovementAnims(3)=JogR_AK47 CrouchAnims(0)=CHwalkF_AK47 CrouchAnims(1)=CHwalkB_AK47 CrouchAnims(2)=CHwalkL_AK47 CrouchAnims(3)=CHwalkR_AK47 WalkAnims(0)=WalkF_AK47 WalkAnims(1)=WalkB_AK47 WalkAnims(2)=WalkL_AK47 WalkAnims(3)=WalkR_AK47 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_AK47 TurnLeftAnim=TurnL_AK47 CrouchTurnRightAnim=CH_TurnR_AK47 CrouchTurnLeftAnim=CH_TurnL_AK47 IdleRestAnim=Idle_AK47//Idle_Rest IdleCrouchAnim=CHIdle_AK47 IdleSwimAnim=Swim_Tread IdleWeaponAnim=Idle_AK47//Idle_Rifle IdleHeavyAnim=Idle_AK47//Idle_Biggun IdleRifleAnim=Idle_AK47//Idle_Rifle IdleChatAnim=Idle_AK47 FireAnims(0)=Fire_AK47 FireAnims(1)=Fire_AK47 FireAnims(2)=Fire_AK47 FireAnims(3)=Fire_AK47 FireAltAnims(0)=Fire_AK47 FireAltAnims(1)=Fire_AK47 FireAltAnims(2)=Fire_AK47 FireAltAnims(3)=Fire_AK47 FireCrouchAnims(0)=CHFire_AK47 FireCrouchAnims(1)=CHFire_AK47 FireCrouchAnims(2)=CHFire_AK47 FireCrouchAnims(3)=CHFire_AK47 FireCrouchAltAnims(0)=CHFire_AK47 FireCrouchAltAnims(1)=CHFire_AK47 FireCrouchAltAnims(2)=CHFire_AK47 FireCrouchAltAnims(3)=CHFire_AK47 HitAnims(0)=HitF_AK47 HitAnims(1)=HitB_AK47 HitAnims(2)=HitL_AK47 HitAnims(3)=HitR_AK47 PostFireBlendStandAnim=Blend_AK47 PostFireBlendCrouchAnim=CHBlend_AK47 }