class M32Attachment extends KFWeaponAttachment; defaultproperties { mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdNadeL' MeshRef="KF_Weapons3rd2_Trip.M32_MGL_3rd" MovementAnims(0)=JogF_M32_MGL MovementAnims(1)=JogB_M32_MGL MovementAnims(2)=JogL_M32_MGL MovementAnims(3)=JogR_M32_MGL CrouchAnims(0)=CHwalkF_M32_MGL CrouchAnims(1)=CHwalkB_M32_MGL CrouchAnims(2)=CHwalkL_M32_MGL CrouchAnims(3)=CHwalkR_M32_MGL WalkAnims(0)=WalkF_M32_MGL WalkAnims(1)=WalkB_M32_MGL WalkAnims(2)=WalkL_M32_MGL WalkAnims(3)=WalkR_M32_MGL 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_M32_MGL TurnLeftAnim=TurnL_M32_MGL CrouchTurnRightAnim=CH_TurnR_M32_MGL CrouchTurnLeftAnim=CH_TurnL_M32_MGL IdleRestAnim=Idle_M32_MGL//Idle_Rest IdleCrouchAnim=CHIdle_M32_MGL IdleSwimAnim=Swim_Tread IdleWeaponAnim=Idle_M32_MGL//Idle_Rifle IdleHeavyAnim=Idle_M32_MGL//Idle_Biggun IdleRifleAnim=Idle_M32_MGL//Idle_Rifle IdleChatAnim=Idle_M32_MGL FireAnims(0)=Fire_M32_MGL FireAnims(1)=Fire_M32_MGL FireAnims(2)=Fire_M32_MGL FireAnims(3)=Fire_M32_MGL FireAltAnims(0)=Fire_M32_MGL FireAltAnims(1)=Fire_M32_MGL FireAltAnims(2)=Fire_M32_MGL FireAltAnims(3)=Fire_M32_MGL FireCrouchAnims(0)=CHFire_M32_MGL FireCrouchAnims(1)=CHFire_M32_MGL FireCrouchAnims(2)=CHFire_M32_MGL FireCrouchAnims(3)=CHFire_M32_MGL FireCrouchAltAnims(0)=CHFire_M32_MGL FireCrouchAltAnims(1)=CHFire_M32_MGL FireCrouchAltAnims(2)=CHFire_M32_MGL FireCrouchAltAnims(3)=CHFire_M32_MGL HitAnims(0)=HitF_M32_MGL HitAnims(1)=HitB_M32_MGL HitAnims(2)=HitL_M32_MGL HitAnims(3)=HitR_M32_MGL PostFireBlendStandAnim=Blend_M32_MGL PostFireBlendCrouchAnim=CHBlend_M32_MGL }