class FreezerAttachment extends KFWeaponAttachment; #exec OBJ LOAD FILE=HTec_A.ukx // No dynamic light when firing this simulated function WeaponLight(){} defaultproperties { mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdNailGun' MovementAnims(0)="JogF_Cheetah" MovementAnims(1)="JogB_Cheetah" MovementAnims(2)="JogL_Cheetah" MovementAnims(3)="JogR_Cheetah" TurnLeftAnim="TurnL_Cheetah" TurnRightAnim="TurnR_Cheetah" CrouchAnims(0)="CHwalkF_Cheetah" CrouchAnims(1)="CHwalkB_Cheetah" CrouchAnims(2)="CHwalkL_Cheetah" CrouchAnims(3)="CHwalkR_Cheetah" WalkAnims(0)="WalkF_Cheetah" WalkAnims(1)="WalkB_Cheetah" WalkAnims(2)="WalkL_Cheetah" WalkAnims(3)="WalkR_Cheetah" CrouchTurnRightAnim="CH_TurnR_Cheetah" CrouchTurnLeftAnim="CH_TurnL_Cheetah" IdleCrouchAnim="CHIdle_Cheetah" IdleWeaponAnim="Idle_Cheetah" IdleRestAnim="Idle_Cheetah" IdleChatAnim="Idle_Cheetah" IdleHeavyAnim="Idle_Cheetah" IdleRifleAnim="Idle_Cheetah" FireAnims(0)="Fire_AK47" FireAnims(1)="Fire_AK47" FireAnims(2)="Fire_AK47" FireAnims(3)="Fire_AK47" FireAltAnims(0)="Fire_AK47" FireAltAnims(1)="Fire_AK47" FireAltAnims(2)="Fire_AK47" FireAltAnims(3)="Fire_AK47" FireCrouchAnims(0)="CHFire_AK47" FireCrouchAnims(1)="CHFire_AK47" FireCrouchAnims(2)="CHFire_AK47" FireCrouchAnims(3)="CHFire_AK47" FireCrouchAltAnims(0)="CHFire_AK47" FireCrouchAltAnims(1)="CHFire_AK47" FireCrouchAltAnims(2)="CHFire_AK47" FireCrouchAltAnims(3)="CHFire_AK47" HitAnims(0)="HitF_Cheetah" HitAnims(1)="HitB_Cheetah" HitAnims(2)="HitL_Cheetah" HitAnims(3)="HitR_Cheetah" PostFireBlendStandAnim="Blend_Cheetah" PostFireBlendCrouchAnim="CHBlend_Cheetah" MeshRef="HTec_A.FreezerGun_3rd" Mesh=SkeletalMesh'HTec_A.FreezerGun_3rd' }