//============================================================================= // KSGAttachment //============================================================================= // KSG shotgun attachment class //============================================================================= // Killing Floor Source // Copyright (C) 2012 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibson and IJC //============================================================================= class KSGAttachment extends KFWeaponAttachment; defaultproperties { mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar' mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer' MeshRef="KF_Weapons3rd4_Trip.KSG_3rd" MovementAnims(0)=JogF_MP5 MovementAnims(1)=JogB_MP5 MovementAnims(2)=JogL_MP5 MovementAnims(3)=JogR_MP5 CrouchAnims(0)=CHwalkF_MP5 CrouchAnims(1)=CHwalkB_MP5 CrouchAnims(2)=CHwalkL_MP5 CrouchAnims(3)=CHwalkR_MP5 WalkAnims(0)=WalkF_MP5 WalkAnims(1)=WalkB_MP5 WalkAnims(2)=WalkL_MP5 WalkAnims(3)=WalkR_MP5 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_MP5 TurnLeftAnim=TurnL_MP5 CrouchTurnRightAnim=CH_TurnR_MP5 CrouchTurnLeftAnim=CH_TurnL_MP5 IdleRestAnim=Idle_MP5//Idle_Rest IdleCrouchAnim=CHIdle_MP5 IdleSwimAnim=Swim_Tread IdleWeaponAnim=Idle_MP5//Idle_Rifle IdleHeavyAnim=Idle_MP5//Idle_Biggun IdleRifleAnim=Idle_MP5//Idle_Rifle IdleChatAnim=Idle_MP5 FireAnims(0)=Fire_KSG FireAnims(1)=Fire_KSG FireAnims(2)=Fire_KSG FireAnims(3)=Fire_KSG FireAltAnims(0)=Fire_KSG FireAltAnims(1)=Fire_KSG FireAltAnims(2)=Fire_KSG FireAltAnims(3)=Fire_KSG FireCrouchAnims(0)=CHFire_KSG FireCrouchAnims(1)=CHFire_KSG FireCrouchAnims(2)=CHFire_KSG FireCrouchAnims(3)=CHFire_KSG FireCrouchAltAnims(0)=CHFire_KSG FireCrouchAltAnims(1)=CHFire_KSG FireCrouchAltAnims(2)=CHFire_KSG FireCrouchAltAnims(3)=CHFire_KSG HitAnims(0)=HitF_MP5 HitAnims(1)=HitB_MP5 HitAnims(2)=HitL_MP5 HitAnims(3)=HitR_MP5 PostFireBlendStandAnim=Blend_MP5 PostFireBlendCrouchAnim=CHBlend_MP5 }