class ProtectaFire extends ShotgunFire;

simulated function bool AllowFire()
{
    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( KFWeapon(Weapon).MagAmmoRemaining<1 )
        return false;

    return super(WeaponFire).AllowFire();
}

defaultproperties
{
     KickMomentum=(X=0.000000,Z=0.000000)
     maxVerticalRecoilAngle=500
     maxHorizontalRecoilAngle=250
     FireSoundRef="ScrnWeaponPack_SND.Protecta.striker_shot_stereo"
     StereoFireSoundRef="ScrnWeaponPack_SND.Protecta.striker_shot_stereo"
     NoAmmoSoundRef="ScrnWeaponPack_SND.Protecta.striker_empty"
     ProjPerFire=1
     bWaitForRelease=False
     bModeExclusive=False
     FireAnimRate=1.750000
     FireRate=0.300000
     AmmoClass=Class'ScrnWeaponPack.ProtectaAmmo'
     ShakeRotMag=(Z=250.000000)
     ShakeRotTime=3.000000
     ShakeOffsetMag=(Z=6.000000)
     ShakeOffsetTime=1.250000
     ProjectileClass=Class'ScrnWeaponPack.ProtectaFlare'
     BotRefireRate=0.250000
     aimerror=2.000000
     Spread=0.000000
     SpreadStyle=SS_None
}
