class CrossbuzzsawFire extends KFShotgunFire; simulated function bool AllowFire() { return (Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire); } function float MaxRange() { return 2500; } function DoFireEffect() { Super(KFShotgunFire).DoFireEffect(); } defaultproperties { KickMomentum=(X=0,Y=0,Z=0) ProjPerFire=1 TransientSoundVolume=1.8 FireSoundRef="KF_IJC_HalloweenSnd.CrossBuzzSaw_Fire_M" StereoFireSoundRef="KF_IJC_HalloweenSnd.CrossBuzzSaw_Fire_S" NoAmmoSoundRef="KF_XbowSnd.Xbow_DryFire" FireForce="AssaultRifleFire" FireRate=2.00000 FireAnimRate=1.0 AmmoClass=Class'KFMod.CrossbuzzsawAmmo' ProjectileClass=Class'KFMod.CrossbuzzsawBlade' BotRefireRate=1.800000 FlashEmitterClass=None aimerror=1.000000 Spread=0.1 maxVerticalRecoilAngle=1500 maxHorizontalRecoilAngle=125 RecoilRate=0.1 SpreadStyle=SS_Random FireAimedAnim=Fire_Iron ProjSpawnOffset=(X=50.000000,Y=7.000000,Z=-8.000000) EffectiveRange=7500.000000 //** View shake **// ShakeOffsetMag=(X=6.0,Y=2.0,Z=10.0) ShakeOffsetRate=(X=1000.0,Y=1000.0,Z=1000.0) ShakeOffsetTime=2.0 ShakeRotMag=(X=50.0,Y=50.0,Z=400.0) ShakeRotRate=(X=12500.0,Y=12500.0,Z=12500.0) ShakeRotTime=3.0 bWaitForRelease=true bRandomPitchFireSound=false }