class Nice9mmPlus extends NiceSingle;
simulated function AltFire(float F){
    if(bIsDual)
       super.AltFire(F);
    else
       ToggleLaser();
}
simulated function SecondDoToggle(){
    ToggleLaser();
}
simulated function ToggleLaser(){
    if(!Instigator.IsLocallyControlled()) 
       return;
    // Will redo this bit later, but so far it'll have to do
    if(LaserType == 0)
       LaserType = 1;
    else
       LaserType = 0;
    ApplyLaserState();
}
defaultproperties
{
    DualClass=class'NiceDual9mmPlus'
    bUseFlashlightToToggle=True
    reloadPreEndFrame=0.117000
    reloadEndFrame=0.617000
    reloadChargeEndFrame=-1.000000
    reloadMagStartFrame=0.167000
    reloadChargeStartFrame=-1.000000
    bTorchEnabled=True
    SleeveNum=0
    TraderInfoTexture=Texture'NicePackT.NinePP.HUD_Single_Trader'
    MeshRef="NicePackA.NinePP.Single_1P"
    SkinRefs(1)="ScrnWeaponPack_T.MedicPistol.Slide_cmb"
    SkinRefs(2)="ScrnWeaponPack_T.MedicPistol.frame_cmb"
    SkinRefs(3)="ScrnWeaponPack_T.MedicPistol.Slide_cmb"
    SkinRefs(4)="ScrnWeaponPack_T.MedicPistol.Slide_cmb"
    SelectSoundRef="KF_9MMSnd.9mm_Select"
    HudImageRef="NicePackT.NinePP.HUD_Single_UnSelected"
    SelectedHudImageRef="NicePackT.NinePP.HUD_Single_Selected"
    FireModeClass(0)=class'Nice9mmPlusFire'
    Description="A 9mm handgun, with a functional laser sight and flashlight. The barrel has been replaced with one that can chamber hotter ammunition loads, meaning faster bullets, meaning more damage!"
    GroupOffset=3
    PickupClass=class'Nice9mmPlusPickup'
    AttachmentClass=class'Nice9mmPlusAttachment'
    ItemName="Beretta"
}
