class M32Fire extends KFShotgunFire; function float MaxRange() { return 2500; } defaultproperties { FireAimedAnim=Iron_Fire KickMomentum=(X=0,y=0,Z=0) ProjPerFire=1 TransientSoundVolume=1.8 FireSoundRef="KF_M32Snd.M32_Fire" StereoFireSoundRef="KF_M32Snd.M32_FireST" NoAmmoSoundRef="KF_M79Snd.M79_DryFire" FireForce="AssaultRifleFire" FireRate=0.33 AmmoClass=Class'KFMod.M32Ammo' ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000) ProjectileClass=Class'KFMod.M32GrenadeProjectile' BotRefireRate=1.800000 aimerror=42.000000 Spread=0.015//0.0085 SpreadStyle=SS_Random ProjSpawnOffset=(X=50,Y=10,Z=-6) FlashEmitterClass=Class'ROEffects.MuzzleFlash1stNadeL' EffectiveRange=2500.000000 maxVerticalRecoilAngle=200 maxHorizontalRecoilAngle=50 bWaitForRelease=true }