class NiceProtectaFire extends ProtectaFire;
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
{
    maxVerticalRecoilAngle=1000
    maxHorizontalRecoilAngle=300
    AmmoClass=class'NiceProtectaAmmo'
    ProjectileClass=class'NiceProtectaFlare'
}
