class ScrnM32Fire extends M32Fire; simulated function bool AllowFire() { //changed to 1 -- PooSH if( KFWeapon(Weapon).bIsReloading && KFWeapon(Weapon).MagAmmoRemaining < 1) return false; if(KFPawn(Instigator).SecondaryItem!=none) return false; if( KFPawn(Instigator).bThrowingNade ) return false; if( Level.TimeSeconds - LastClickTime>FireRate ) { LastClickTime = Level.TimeSeconds; } if( KFWeaponShotgun(Weapon).MagAmmoRemaining<1 ) { return false; } return super(WeaponFire).AllowFire(); } defaultproperties { ProjSpawnOffset=(X=5.000000) FireAnimRate=1.100000 ProjectileClass=Class'ScrnBalanceSrv.ScrnM32GrenadeProjectile' }