// NAPALM THROWER class ScrnHuskGunAltFire extends ScrnHuskGunFire; //instant shot, without holding function ModeHoldFire() { } function Charge() { } function PlayPreFire() { } function Timer() { } function class GetDesiredProjectileClass() { return ProjectileClass; } function PostSpawnProjectile(Projectile P) { super(KFShotgunFire).PostSpawnProjectile(P); // bypass HuskGunFire } simulated function bool AllowFire() { return (Weapon.AmmoAmount(ThisModeNum) >= MaxChargeAmmo); } function ModeDoFire() { if (!AllowFire()) return; Weapon.ConsumeAmmo(ThisModeNum, MaxChargeAmmo-1); // +1 will be consumed in parent function super(KFShotgunFire).ModeDoFire(); } defaultproperties { MaxChargeAmmo=20 ProjPerFire=7 bFireOnRelease=False FireRate=1.500000 ProjectileClass=Class'ScrnBalanceSrv.ScrnHuskGunProjectile_Alt' Spread=750.000000 SpreadStyle=SS_Random }