class LAWAttachment extends KFWeaponAttachment; defaultproperties { mMuzFlashClass=Class'KFLawMuzzFlash' bHeavy=True MeshRef="KF_Weapons3rd_Trip.LAW_3rd" MovementAnims(0)=JogF_LAW MovementAnims(1)=JogB_LAW MovementAnims(2)=JogL_LAW MovementAnims(3)=JogR_LAW CrouchAnims(0)=CHwalkF_LAW CrouchAnims(1)=CHwalkB_LAW CrouchAnims(2)=CHwalkL_LAW CrouchAnims(3)=CHwalkR_LAW WalkAnims(0)=WalkF_LAW WalkAnims(1)=WalkB_LAW WalkAnims(2)=WalkL_LAW WalkAnims(3)=WalkR_LAW 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_LAW TurnLeftAnim=TurnL_LAW CrouchTurnRightAnim=CH_TurnR_LAW CrouchTurnLeftAnim=CH_TurnL_LAW IdleRestAnim=Idle_LAW//Idle_Rest IdleCrouchAnim=CHIdle_LAW IdleSwimAnim=Swim_Tread IdleWeaponAnim=Idle_LAW//Idle_Rifle IdleHeavyAnim=Idle_LAW//Idle_Biggun IdleRifleAnim=Idle_LAW//Idle_Rifle IdleChatAnim=Idle_LAW FireAnims(0)=Fire_LAW FireAnims(1)=Fire_LAW FireAnims(2)=Fire_LAW FireAnims(3)=Fire_LAW FireAltAnims(0)=Fire_LAW FireAltAnims(1)=Fire_LAW FireAltAnims(2)=Fire_LAW FireAltAnims(3)=Fire_LAW FireCrouchAnims(0)=CHFire_LAW FireCrouchAnims(1)=CHFire_LAW FireCrouchAnims(2)=CHFire_LAW FireCrouchAnims(3)=CHFire_LAW FireCrouchAltAnims(0)=CHFire_LAW FireCrouchAltAnims(1)=CHFire_LAW FireCrouchAltAnims(2)=CHFire_LAW FireCrouchAltAnims(3)=CHFire_LAW HitAnims(0)=HitF_LAW HitAnims(1)=HitB_LAW HitAnims(2)=HitL_LAW HitAnims(3)=HitR_LAW PostFireBlendStandAnim=Blend_LAW PostFireBlendCrouchAnim=CHBlend_LAW }