class NiceLAWFire extends NiceFire; defaultproperties { ProjSpawnOffset=(X=5.000000) KickMomentum=(X=-45.000000,Z=25.000000) ProjectileSpeed=7250.000000 bulletClass=class'NiceRocket' ExplosionDamageType=class'NiceDamTypeLAWExplosion' ExplosionDamage=1200 ExplosionRadius=400.000000 explosionExponent=1.000000 ExplosionMomentum=75000.000000 explodeOnPawnHit=True explodeOnWallHit=True maxVerticalRecoilAngle=1000 maxHorizontalRecoilAngle=250 bRandomPitchFireSound=False FireSoundRef="KF_LAWSnd.LAW_Fire" StereoFireSoundRef="KF_LAWSnd.LAW_FireST" NoAmmoSoundRef="KF_LAWSnd.LAW_DryFire" DamageType=class'NiceDamTypeLAWBlunt' DamageMax=350 bSplashDamage=True bRecommendSplashDamage=True bWaitForRelease=True TransientSoundVolume=1.800000 FireAnim="AimFire" FireForce="redeemer_shoot" FireRate=0.000000 AmmoClass=class'NiceLAWAmmo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000) ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000) ShakeRotTime=5.000000 ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=3.000000 BotRefireRate=3.250000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar' Spread=0.100000 }