class Dual44MagnumAttachment extends DualiesAttachment;

simulated function UpdateTacBeam( float Dist );
simulated function TacBeamGone();

defaultproperties
{
    //MeshRef="KF_Weapons3rd3_Trip.revolver_3rd"
    // TODO: make both of the meshes for this attachment dynamically loaded when needed - Ramm
    Mesh=SkeletalMesh'KF_Weapons3rd3_Trip.revolver_3rd'
    mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdPistol'
    mTracerClass=Class'KFMod.KFLargeTracer'
    bHeavy=True
    SplashEffect=Class'BulletSplashEmitter'
    CullDistance=5000.000000
    mShellCaseEmitterClass=none

    BrotherMesh=Mesh'KF_Weapons3rd3_Trip.revolver_3rd'

    MovementAnims(0)=JogF_Dual9mm
    MovementAnims(1)=JogB_Dual9mm
    MovementAnims(2)=JogL_Dual9mm
    MovementAnims(3)=JogR_Dual9mm
    CrouchAnims(0)=CHwalkF_Dual9mm
    CrouchAnims(1)=CHwalkB_Dual9mm
    CrouchAnims(2)=CHwalkL_Dual9mm
    CrouchAnims(3)=CHwalkR_Dual9mm
    WalkAnims(0)=WalkF_Dual9mm
    WalkAnims(1)=WalkB_Dual9mm
    WalkAnims(2)=WalkL_Dual9mm
    WalkAnims(3)=WalkR_Dual9mm
    AirStillAnim=JumpF_Mid
    AirAnims(0)=JumpF_Mid
    AirAnims(1)=JumpF_Mid
    AirAnims(2)=JumpL_Mid
    AirAnims(3)=JumpR_Mid
    TakeoffStillAnim=JumpF_Takeoff
    TakeoffAnims(0)=JumpF_Takeoff
    TakeoffAnims(1)=JumpF_Takeoff
    TakeoffAnims(2)=JumpL_Takeoff
    TakeoffAnims(3)=JumpR_Takeoff
    LandAnims(0)=JumpF_Land
    LandAnims(1)=JumpF_Land
    LandAnims(2)=JumpL_Land
    LandAnims(3)=JumpR_Land

    TurnRightAnim=TurnR_Dual9mm
    TurnLeftAnim=TurnL_Dual9mm
    CrouchTurnRightAnim=CH_TurnR_Dual9mm
    CrouchTurnLeftAnim=CH_TurnL_Dual9mm
    IdleRestAnim=Idle_Dual9mm//Idle_Rest
    IdleCrouchAnim=CHIdle_Dual9mm
    IdleSwimAnim=Swim_Tread
    IdleWeaponAnim=Idle_Dual9mm//Idle_Rifle
    IdleHeavyAnim=Idle_Dual9mm//Idle_Biggun
    IdleRifleAnim=Idle_Dual9mm//Idle_Rifle
    IdleChatAnim=Idle_Dual9mm
    FireAnims(0)=DualiesAttackRight
    FireAnims(1)=DualiesAttackRight
    FireAnims(2)=DualiesAttackRight
    FireAnims(3)=DualiesAttackRight
    FireAltAnims(0)=DualiesAttackLeft
    FireAltAnims(1)=DualiesAttackLeft
    FireAltAnims(2)=DualiesAttackLeft
    FireAltAnims(3)=DualiesAttackLeft
    FireCrouchAnims(0)=CHDualiesAttackRight
    FireCrouchAnims(1)=CHDualiesAttackRight
    FireCrouchAnims(2)=CHDualiesAttackRight
    FireCrouchAnims(3)=CHDualiesAttackRight
    FireCrouchAltAnims(0)=CHDualiesAttackLeft
    FireCrouchAltAnims(1)=CHDualiesAttackLeft
    FireCrouchAltAnims(2)=CHDualiesAttackLeft
    FireCrouchAltAnims(3)=CHDualiesAttackLeft
    HitAnims(0)=HitF_Dual9mmm
    HitAnims(1)=HitB_Dual9mm
    HitAnims(2)=HitL_Dual9mm
    HitAnims(3)=HitR_Dual9mm
    PostFireBlendStandAnim=Blend_Dual9mm
    PostFireBlendCrouchAnim=CHBlend_Dual9mm
}
