class FlareRevolverFire extends KFShotgunFire; simulated function bool AllowFire() { if(KFWeapon(Weapon).bIsReloading) return false; if(KFPawn(Instigator).SecondaryItem!=none) return false; if(KFPawn(Instigator).bThrowingNade) return false; if(KFWeapon(Weapon).MagAmmoRemaining < 1) { if( Level.TimeSeconds - LastClickTime>FireRate ) { LastClickTime = Level.TimeSeconds; } if( AIController(Instigator.Controller)!=None ) KFWeapon(Weapon).ReloadMeNow(); return false; } //log("Spread = "$Spread); return super(WeaponFire).AllowFire(); } function float MaxRange() { return 2500; } defaultproperties { ProjPerFire=1 TransientSoundVolume=2.000000 TransientSoundRadius=500.000000 FireSoundRef="KF_IJC_HalloweenSnd.FlarePistol_Fire_M" StereoFireSoundRef="KF_IJC_HalloweenSnd.FlarePistol_Fire_S" NoAmmoSoundRef="KF_HandcannonSnd.50AE_DryFire" FireRate=0.4 FireAnimRate=1.0 TweenTime=0.025000 AmmoClass=Class'KFMod.FlareRevolverAmmo' ProjectileClass=Class'KFMod.FlareRevolverProjectile' ProjSpawnOffset=(X=50.000000,Y=10.000000,Z=-5.000000) BotRefireRate=0.850000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stFlareRevolver' aimerror=42.000000 Spread=0.017500 RecoilRate=0.07 maxVerticalRecoilAngle=1500 maxHorizontalRecoilAngle=250 FireAimedAnim=Fire_Iron bWaitForRelease=true //** View shake **// ShakeOffsetMag=(X=6.0,Y=1.0,Z=8.0) ShakeOffsetRate=(X=1000.0,Y=1000.0,Z=1000.0) ShakeOffsetTime=2.5 ShakeRotMag=(X=75.0,Y=75.0,Z=400.0) ShakeRotRate=(X=12500.0,Y=12500.0,Z=10000.0) ShakeRotTime=3.5 bRandomPitchFireSound=True RandomPitchAdjustAmt=0.05 FireForce="AssaultRifleFire" }