class WinchesterAttachment extends KFWeaponAttachment; defaultproperties { mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdSTG' mTracerClass=Class'KFMod.KFLargeTracer' bHeavy=True SplashEffect=Class'BulletSplashEmitter' CullDistance=5000.000000 Mesh=SkeletalMesh'KF_Weapons3rd_Trip.Winchester_3rd' MovementAnims(0)=JogF_Winchester MovementAnims(1)=JogB_Winchester MovementAnims(2)=JogL_Winchester MovementAnims(3)=JogR_Winchester CrouchAnims(0)=CHwalkF_Winchester CrouchAnims(1)=CHwalkB_Winchester CrouchAnims(2)=CHwalkL_Winchester CrouchAnims(3)=CHwalkR_Winchester WalkAnims(0)=WalkF_Winchester WalkAnims(1)=WalkB_Winchester WalkAnims(2)=WalkL_Winchester WalkAnims(3)=WalkR_Winchester 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_Winchester TurnLeftAnim=TurnL_Winchester CrouchTurnRightAnim=CH_TurnR_Winchester CrouchTurnLeftAnim=CH_TurnL_Winchester IdleRestAnim=Idle_Winchester//Idle_Rest IdleCrouchAnim=CHIdle_Winchester IdleSwimAnim=Swim_Tread IdleWeaponAnim=Idle_Winchester//Idle_Rifle IdleHeavyAnim=Idle_Winchester//Idle_Biggun IdleRifleAnim=Idle_Winchester//Idle_Rifle IdleChatAnim=Idle_Winchester FireAnims(0)=Fire_Winchester FireAnims(1)=Fire_Winchester FireAnims(2)=Fire_Winchester FireAnims(3)=Fire_Winchester FireAltAnims(0)=Fire_Winchester FireAltAnims(1)=Fire_Winchester FireAltAnims(2)=Fire_Winchester FireAltAnims(3)=Fire_Winchester FireCrouchAnims(0)=CHFire_Winchester FireCrouchAnims(1)=CHFire_Winchester FireCrouchAnims(2)=CHFire_Winchester FireCrouchAnims(3)=CHFire_Winchester FireCrouchAltAnims(0)=CHFire_Winchester FireCrouchAltAnims(1)=CHFire_Winchester FireCrouchAltAnims(2)=CHFire_Winchester FireCrouchAltAnims(3)=CHFire_Winchester HitAnims(0)=HitF_Winchester HitAnims(1)=HitB_Winchester HitAnims(2)=HitL_Winchester HitAnims(3)=HitR_Winchester PostFireBlendStandAnim=Blend_Winchester PostFireBlendCrouchAnim=CHBlend_Winchester }