class DualFlareRevolverAttachment extends DualiesAttachment; simulated function UpdateTacBeam( float Dist ); simulated function TacBeamGone(); defaultproperties { //MeshRef="KF_Weapons3rd_IJC.Flare_Revolver_3rd" // TODO: make both of the meshes for this attachment dynamically loaded when needed - Ramm Mesh=SkeletalMesh'KF_Weapons3rd_IJC.Flare_Revolver_3rd' mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdFlareRevolver' mTracerClass=none//Class'KFMod.KFLargeTracer' bHeavy=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000 mShellCaseEmitterClass=None BrotherMesh=SkeletalMesh'KF_Weapons3rd_IJC.Flare_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 }