class BatAttachment extends KFMeleeAttachment ; defaultproperties { Mesh=SkeletalMesh'KF_Weapons3rd_Trip.Pipe_3rd' MovementAnims(0)=JogF_Pipe MovementAnims(1)=JogB_Pipe MovementAnims(2)=JogL_Pipe MovementAnims(3)=JogR_Pipe CrouchAnims(0)=CHwalkF_Pipe CrouchAnims(1)=CHwalkB_Pipe CrouchAnims(2)=CHwalkL_Pipe CrouchAnims(3)=CHwalkR_Pipe // 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_Pipe TurnLeftAnim=TurnL_Pipe CrouchTurnRightAnim=CH_TurnR_Pipe CrouchTurnLeftAnim=CH_TurnL_Pipe IdleRestAnim=Idle_Pipe//Idle_Rest IdleCrouchAnim=CHIdle_Pipe IdleSwimAnim=Swim_Tread IdleWeaponAnim=Idle_Pipe//Idle_Rifle IdleHeavyAnim=Idle_Pipe//Idle_Biggun IdleRifleAnim=Idle_Pipe//Idle_Rifle IdleChatAnim=Idle_Pipe FireAnims(0)=Attack1_Pipe FireAnims(1)=Attack2_Pipe FireAnims(2)=Attack3_Pipe FireAnims(3)=Attack4_Pipe FireAltAnims(0)=Attack1_Pipe FireAltAnims(1)=Attack2_Pipe FireAltAnims(2)=Attack3_Pipe FireAltAnims(3)=Attack4_Pipe }