class NiceShotgunFire extends NiceFire;
defaultproperties
{
    bProjectileFire=True
    ProjPerFire=12
    ProjSpawnOffset=(X=25.000000,Y=5.000000,Z=-6.000000)
    EffectiveRange=700.000000
    KickMomentum=(X=-85.000000,Z=15.000000)
    LowGravKickMomentumScale=10.000000
    ProjectileSpeed=18200.000000
    bulletClass=class'NiceShotgunPellet'
    FireAimedAnim="Fire_Iron"
    RecoilRate=0.050000
    maxVerticalRecoilAngle=1500
    maxHorizontalRecoilAngle=900
    bRandomPitchFireSound=False
    FireSoundRef="KF_PumpSGSnd.SG_Fire"
    StereoFireSoundRef="KF_PumpSGSnd.SG_FireST"
    NoAmmoSoundRef="KF_PumpSGSnd.SG_DryFire"
    DamageType=class'NiceDamTypeShotgun'
    DamageMax=79
    Momentum=50000.000000
    bWaitForRelease=True
    bAttachSmokeEmitter=True
    TransientSoundVolume=2.000000
    TransientSoundRadius=500.000000
    FireEndAnim=
    FireAnimRate=0.950000
    FireForce="FlakCannonFire"
    FireRate=0.965000
    AmmoClass=class'NiceShotgunAmmo'
    ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000)
    ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
    ShakeRotTime=5.000000
    ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000)
    ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
    ShakeOffsetTime=3.000000
    BotRefireRate=1.500000
    FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
    aimerror=1.000000
    Spread=3000.0//1125.000000
    SpreadStyle=SS_Random
}