class ScrnMP5MFire extends MP5MFire; // fixes double shot bug -- PooSH state FireLoop { function BeginState() { super.BeginState(); NextFireTime = Level.TimeSeconds - 0.000001; //fire now! } } //rotate shell eject emitter simulated function InitEffects() { super.InitEffects(); // don't do this on server if ( (Level.NetMode == NM_DedicatedServer) || (AIController(Instigator.Controller) != None) ) return; if (ShellEjectEmitter != None) { ShellEjectEmitter.SetRelativeRotation(rot(-10000,0,0)); } } defaultproperties { ShellEjectClass=Class'ROEffects.KFShellEjectMP' DamageType=Class'ScrnBalanceSrv.ScrnDamTypeMP7M' DamageMin=32 DamageMax=32 AmmoClass=Class'ScrnBalanceSrv.ScrnMP5MAmmo' }