73 lines
2.5 KiB
Ucode
73 lines
2.5 KiB
Ucode
class WinchesterAttachment extends KFWeaponAttachment;
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defaultproperties
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{
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mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdSTG'
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mTracerClass=Class'KFMod.KFLargeTracer'
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bHeavy=True
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SplashEffect=Class'BulletSplashEmitter'
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CullDistance=5000.000000
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Mesh=SkeletalMesh'KF_Weapons3rd_Trip.Winchester_3rd'
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MovementAnims(0)=JogF_Winchester
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MovementAnims(1)=JogB_Winchester
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MovementAnims(2)=JogL_Winchester
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MovementAnims(3)=JogR_Winchester
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CrouchAnims(0)=CHwalkF_Winchester
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CrouchAnims(1)=CHwalkB_Winchester
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CrouchAnims(2)=CHwalkL_Winchester
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CrouchAnims(3)=CHwalkR_Winchester
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WalkAnims(0)=WalkF_Winchester
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WalkAnims(1)=WalkB_Winchester
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WalkAnims(2)=WalkL_Winchester
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WalkAnims(3)=WalkR_Winchester
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AirStillAnim=JumpF_Mid
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AirAnims(0)=JumpF_Mid
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AirAnims(1)=JumpF_Mid
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AirAnims(2)=JumpL_Mid
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AirAnims(3)=JumpR_Mid
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TakeoffStillAnim=JumpF_Takeoff
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TakeoffAnims(0)=JumpF_Takeoff
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TakeoffAnims(1)=JumpF_Takeoff
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TakeoffAnims(2)=JumpL_Takeoff
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TakeoffAnims(3)=JumpR_Takeoff
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LandAnims(0)=JumpF_Land
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LandAnims(1)=JumpF_Land
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LandAnims(2)=JumpL_Land
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LandAnims(3)=JumpR_Land
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TurnRightAnim=TurnR_Winchester
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TurnLeftAnim=TurnL_Winchester
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CrouchTurnRightAnim=CH_TurnR_Winchester
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CrouchTurnLeftAnim=CH_TurnL_Winchester
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IdleRestAnim=Idle_Winchester//Idle_Rest
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IdleCrouchAnim=CHIdle_Winchester
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IdleSwimAnim=Swim_Tread
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IdleWeaponAnim=Idle_Winchester//Idle_Rifle
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IdleHeavyAnim=Idle_Winchester//Idle_Biggun
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IdleRifleAnim=Idle_Winchester//Idle_Rifle
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IdleChatAnim=Idle_Winchester
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FireAnims(0)=Fire_Winchester
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FireAnims(1)=Fire_Winchester
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FireAnims(2)=Fire_Winchester
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FireAnims(3)=Fire_Winchester
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FireAltAnims(0)=Fire_Winchester
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FireAltAnims(1)=Fire_Winchester
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FireAltAnims(2)=Fire_Winchester
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FireAltAnims(3)=Fire_Winchester
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FireCrouchAnims(0)=CHFire_Winchester
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FireCrouchAnims(1)=CHFire_Winchester
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FireCrouchAnims(2)=CHFire_Winchester
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FireCrouchAnims(3)=CHFire_Winchester
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FireCrouchAltAnims(0)=CHFire_Winchester
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FireCrouchAltAnims(1)=CHFire_Winchester
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FireCrouchAltAnims(2)=CHFire_Winchester
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FireCrouchAltAnims(3)=CHFire_Winchester
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HitAnims(0)=HitF_Winchester
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HitAnims(1)=HitB_Winchester
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HitAnims(2)=HitL_Winchester
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HitAnims(3)=HitR_Winchester
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PostFireBlendStandAnim=Blend_Winchester
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PostFireBlendCrouchAnim=CHBlend_Winchester
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}
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