class LAWFire extends KFShotgunFire; function bool AllowFire() { if( Instigator != none && Instigator.IsHumanControlled() ) { if( !KFWeapon(Weapon).bAimingRifle || KFWeapon(Weapon).bZoomingIn ) { return false; } } return ( Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire); } function ServerPlayFiring() { Super.ServerPlayFiring(); KFWeapon(Weapon).ZoomOut(false); } function PlayFiring() { Super.PlayFiring(); KFWeapon(Weapon).ZoomOut(false); } defaultproperties { KickMomentum=(X=-45.000000,Z=25.000000) ProjSpawnOffset=(X=50.000000,Z=0) bSplashDamage=True bRecommendSplashDamage=True TransientSoundVolume=1.8 FireAnim="AimFire" //PreFireAnim ="FireShort" FireSoundRef="KF_LAWSnd.LAW_Fire" StereoFireSoundRef="KF_LAWSnd.LAW_FireST" NoAmmoSoundRef="KF_LAWSnd.LAW_DryFire" FireForce="redeemer_shoot" FireRate=3.250000 AmmoClass=Class'KFMod.LAWAmmo' AmmoPerFire=1 //** View shake **// ShakeOffsetMag=(X=6.0,Y=2.0,Z=10.0) ShakeOffsetRate=(X=1000.0,Y=1000.0,Z=1000.0) ShakeOffsetTime=3.0 ShakeRotMag=(X=50.0,Y=50.0,Z=400.0) ShakeRotRate=(X=12500.0,Y=12500.0,Z=12500.0) ShakeRotTime=5.0 ProjectileClass=Class'KFMod.LAWProj' BotRefireRate=3.250000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar' Spread=0.1 SpreadStyle=SS_Random ProjPerFire=1 // Lets not make poeple wait to shoot, it feels broken - Ramm PreFireTime=0.0 CrouchedAccuracyBonus = 0.1 maxVerticalRecoilAngle=1000 maxHorizontalRecoilAngle=250 bWaitForRelease=true bRandomPitchFireSound=false }