class NiceAxeAttachment extends NiceMeleeAttachment;
defaultproperties
{
    MovementAnims(0)="JogF_Axe"
    MovementAnims(1)="JogB_Axe"
    MovementAnims(2)="JogL_Axe"
    MovementAnims(3)="JogR_Axe"
    TurnLeftAnim="TurnL_Axe"
    TurnRightAnim="TurnR_Axe"
    CrouchAnims(0)="CHwalkF_Axe"
    CrouchAnims(1)="CHwalkB_Axe"
    CrouchAnims(2)="CHwalkL_Axe"
    CrouchAnims(3)="CHwalkR_Axe"
    CrouchTurnRightAnim="CH_TurnR_Axe"
    CrouchTurnLeftAnim="CH_TurnL_Axe"
    IdleCrouchAnim="CHIdle_Axe"
    IdleWeaponAnim="Idle_Axe"
    IdleRestAnim="Idle_Axe"
    IdleChatAnim="Idle_Axe"
    IdleHeavyAnim="Idle_Axe"
    IdleRifleAnim="Idle_Axe"
    FireAnims(0)="Attack1_Axe"
    FireAnims(1)="Attack2_Axe"
    FireAnims(2)="Attack3_Axe"
    FireAnims(3)="Attack3_Axe"
    FireAltAnims(0)="Attack1_Axe"
    FireAltAnims(1)="Attack2_Axe"
    FireAltAnims(2)="Attack3_Axe"
    FireAltAnims(3)="Attack3_Axe"
    FireCrouchAnims(0)="CHAttack1_Axe"
    FireCrouchAnims(1)="CHAttack2_Axe"
    FireCrouchAnims(2)="CHAttack3_Axe"
    FireCrouchAnims(3)="CHAttack3_Axe"
    FireCrouchAltAnims(0)="CHAttack1_Axe"
    FireCrouchAltAnims(1)="CHAttack2_Axe"
    FireCrouchAltAnims(2)="CHAttack3_Axe"
    FireCrouchAltAnims(3)="CHAttack3_Axe"
    HitAnims(0)="HitF_Axe"
    HitAnims(1)="HitB_Axe"
    HitAnims(2)="HitL_Axe"
    HitAnims(3)="HitR_Axe"
    PostFireBlendStandAnim="Blend_Axe"
    PostFireBlendCrouchAnim="CHBlend_Axe"
    MeshRef="KF_Weapons3rd_Trip.Axe_3rd"
}
