class AxeAttachment extends KFMeleeAttachment; defaultproperties { Mesh=SkeletalMesh'KF_Weapons3rd_Trip.Axe_3rd' MovementAnims(0)=JogF_Axe MovementAnims(1)=JogB_Axe MovementAnims(2)=JogL_Axe MovementAnims(3)=JogR_Axe CrouchAnims(0)=CHwalkF_Axe CrouchAnims(1)=CHwalkB_Axe CrouchAnims(2)=CHwalkL_Axe CrouchAnims(3)=CHwalkR_Axe // 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_Axe TurnLeftAnim=TurnL_Axe CrouchTurnRightAnim=CH_TurnR_Axe CrouchTurnLeftAnim=CH_TurnL_Axe IdleRestAnim=Idle_Axe//Idle_Rest IdleCrouchAnim=CHIdle_Axe IdleSwimAnim=Swim_Tread IdleWeaponAnim=Idle_Axe//Idle_Rifle IdleHeavyAnim=Idle_Axe//Idle_Biggun IdleRifleAnim=Idle_Axe//Idle_Rifle IdleChatAnim=Idle_Axe FireAnims(0)=Attack1_Axe FireAnims(1)=Attack2_Axe FireAnims(2)=Attack3_Axe FireAnims(3)=Attack3_Axe FireAltAnims(0)=Attack1_Axe FireAltAnims(1)=Attack2_Axe FireAltAnims(2)=Attack3_Axe FireAltAnims(3)=Attack3_Axe FireCrouchAnims(0)=CHAttack1_Axe FireCrouchAnims(1)=CHAttack2_Axe FireCrouchAnims(2)=CHAttack3_Axe FireCrouchAnims(3)=CHAttack3_Axe FireCrouchAltAnims(0)=CHAttack1_Axe FireCrouchAltAnims(1)=CHAttack2_Axe FireCrouchAltAnims(2)=CHAttack3_Axe FireCrouchAltAnims(3)=CHAttack3_Axe HitAnims(0)=HitF_Axe HitAnims(1)=HitB_Axe HitAnims(2)=HitL_Axe HitAnims(3)=HitR_Axe PostFireBlendStandAnim=Blend_Axe PostFireBlendCrouchAnim=CHBlend_Axe }