class NiceShotgunAttachment extends NiceAttachment;
var Actor TacShine;
var  Effects TacShineCorona;
var bool bBeamEnabled;
simulated event ThirdPersonEffects(){
    if(FiringMode == 1)
       return;
    super.ThirdPersonEffects();
}
simulated function Destroyed()
{
    if(TacShineCorona != none)
       TacShineCorona.Destroy();
    if (TacShine != none)
       TacShine.Destroy();
    super.Destroyed();
}
simulated function UpdateTacBeam( float Dist ){
    local vector Sc;
    if(!bBeamEnabled){
       if(TacShine == none){
           TacShine = Spawn(Class'Single'.Default.TacShineClass,Owner,,,);
           AttachToBone(TacShine,'FlashLight');
           TacShine.RemoteRole = ROLE_none;
       }
       else
           TacShine.bHidden = False;
       if(TacShineCorona == none){
           TacShineCorona = Spawn(class 'KFTacLightCorona',Owner,,,);
           AttachToBone(TacShineCorona,'FlashLight');
           TacShineCorona.RemoteRole = ROLE_none;
       }
       TacShineCorona.bHidden = False;
       bBeamEnabled = True;
    }
    Sc = TacShine.DrawScale3D;
    Sc.Y = FClamp(Dist/90.f,0.02,1.f);
    if(TacShine.DrawScale3D != Sc)
       TacShine.SetDrawScale3D(Sc);
}
simulated function TacBeamGone(){
    if(bBeamEnabled){
       if(TacShine != none)
           TacShine.bHidden = True;
       if(TacShineCorona != none)
           TacShineCorona.bHidden = True;
       bBeamEnabled = False;
    }
}
defaultproperties
{
    mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
    mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
    MovementAnims(0)="JogF_Shotgun"
    MovementAnims(1)="JogB_Shotgun"
    MovementAnims(2)="JogL_Shotgun"
    MovementAnims(3)="JogR_Shotgun"
    TurnLeftAnim="TurnL_Shotgun"
    TurnRightAnim="TurnR_Shotgun"
    CrouchAnims(0)="CHwalkF_Shotgun"
    CrouchAnims(1)="CHwalkB_Shotgun"
    CrouchAnims(2)="CHwalkL_Shotgun"
    CrouchAnims(3)="CHwalkR_Shotgun"
    WalkAnims(0)="WalkF_Shotgun"
    WalkAnims(1)="WalkB_Shotgun"
    WalkAnims(2)="WalkL_Shotgun"
    WalkAnims(3)="WalkR_Shotgun"
    CrouchTurnRightAnim="CH_TurnR_Shotgun"
    CrouchTurnLeftAnim="CH_TurnL_Shotgun"
    IdleCrouchAnim="CHIdle_Shotgun"
    IdleWeaponAnim="Idle_Shotgun"
    IdleRestAnim="Idle_Shotgun"
    IdleChatAnim="Idle_Shotgun"
    IdleHeavyAnim="Idle_Shotgun"
    IdleRifleAnim="Idle_Shotgun"
    FireAnims(0)="Fire_Shotgun"
    FireAnims(1)="Fire_Shotgun"
    FireAnims(2)="Fire_Shotgun"
    FireAnims(3)="Fire_Shotgun"
    FireAltAnims(0)="Fire_Shotgun"
    FireAltAnims(1)="Fire_Shotgun"
    FireAltAnims(2)="Fire_Shotgun"
    FireAltAnims(3)="Fire_Shotgun"
    FireCrouchAnims(0)="CHFire_Shotgun"
    FireCrouchAnims(1)="CHFire_Shotgun"
    FireCrouchAnims(2)="CHFire_Shotgun"
    FireCrouchAnims(3)="CHFire_Shotgun"
    FireCrouchAltAnims(0)="CHFire_Shotgun"
    FireCrouchAltAnims(1)="CHFire_Shotgun"
    FireCrouchAltAnims(2)="CHFire_Shotgun"
    FireCrouchAltAnims(3)="CHFire_Shotgun"
    HitAnims(0)="HitF_Shotgun"
    HitAnims(1)="HitB_Shotgun"
    HitAnims(2)="HitL_Shotgun"
    HitAnims(3)="HitR_Shotgun"
    PostFireBlendStandAnim="Blend_Shotgun"
    PostFireBlendCrouchAnim="CHBlend_Shotgun"
    MeshRef="KF_Weapons3rd_Trip.Shotgun_3rd"
}
