class CrossbowAttachment extends KFMeleeAttachment; defaultproperties { MeshRef="KF_Weapons3rd_Trip.Crossbow_3rd" MovementAnims(0)=JogF_Crossbow MovementAnims(1)=JogB_Crossbow MovementAnims(2)=JogL_Crossbow MovementAnims(3)=JogR_Crossbow CrouchAnims(0)=CHwalkF_Crossbow CrouchAnims(1)=CHwalkB_Crossbow CrouchAnims(2)=CHwalkL_Crossbow CrouchAnims(3)=CHwalkR_Crossbow WalkAnims(0)=WalkF_Crossbow WalkAnims(1)=WalkB_Crossbow WalkAnims(2)=WalkL_Crossbow WalkAnims(3)=WalkR_Crossbow 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_Crossbow TurnLeftAnim=TurnL_Crossbow CrouchTurnRightAnim=CH_TurnR_Crossbow CrouchTurnLeftAnim=CH_TurnL_Crossbow IdleRestAnim=Idle_Crossbow//Idle_Rest IdleCrouchAnim=CHIdle_Crossbow IdleSwimAnim=Swim_Tread IdleWeaponAnim=Idle_Crossbow//Idle_Rifle IdleHeavyAnim=Idle_Crossbow//Idle_Biggun IdleRifleAnim=Idle_Crossbow//Idle_Rifle IdleChatAnim=Idle_Crossbow FireAnims(0)=Fire_Crossbow FireAnims(1)=Fire_Crossbow FireAnims(2)=Fire_Crossbow FireAnims(3)=Fire_Crossbow FireAltAnims(0)=Fire_Crossbow FireAltAnims(1)=Fire_Crossbow FireAltAnims(2)=Fire_Crossbow FireAltAnims(3)=Fire_Crossbow FireCrouchAnims(0)=CHFire_Crossbow FireCrouchAnims(1)=CHFire_Crossbow FireCrouchAnims(2)=CHFire_Crossbow FireCrouchAnims(3)=CHFire_Crossbow FireCrouchAltAnims(0)=CHFire_Crossbow FireCrouchAltAnims(1)=CHFire_Crossbow FireCrouchAltAnims(2)=CHFire_Crossbow FireCrouchAltAnims(3)=CHFire_Crossbow HitAnims(0)=HitF_Crossbow HitAnims(1)=HitB_Crossbow HitAnims(2)=HitL_Crossbow HitAnims(3)=HitR_Crossbow PostFireBlendStandAnim=Blend_Crossbow PostFireBlendCrouchAnim=CHBlend_Crossbow }