class ScrnKrissMFire extends KrissMFire; // fixes double shot bug -- PooSH state FireLoop { function BeginState() { super.BeginState(); NextFireTime = Level.TimeSeconds - 0.000001; //fire now! } } defaultproperties { DamageType=Class'ScrnBalanceSrv.ScrnDamTypeKrissM' AmmoClass=Class'ScrnBalanceSrv.ScrnKrissMAmmo' }