class PipeBombAttachment extends KFWeaponAttachment; // No muzzle flash for this!!! simulated function WeaponLight(){} simulated function DoFlashEmitter(){} defaultproperties { mMuzFlashClass=none//Class'ROEffects.MuzzleFlash3rdKar' mShellCaseEmitterClass=none//Class'KFMod.KFShotgunShellSpewer' MeshRef="KF_Weapons3rd2_Trip.pipebomb_3rd" MovementAnims(0)=JogF_PipeBomb MovementAnims(1)=JogB_PipeBomb MovementAnims(2)=JogL_PipeBomb MovementAnims(3)=JogR_PipeBomb CrouchAnims(0)=CHwalkF_PipeBomb CrouchAnims(1)=CHwalkB_PipeBomb CrouchAnims(2)=CHwalkL_PipeBomb CrouchAnims(3)=CHwalkR_PipeBomb WalkAnims(0)=WalkF_PipeBomb WalkAnims(1)=WalkB_PipeBomb WalkAnims(2)=WalkL_PipeBomb WalkAnims(3)=WalkR_PipeBomb AirStillAnim=JumpF_Mid AirAnims(0)=JumpF_Mid AirAnims(1)=JumpF_Mid AirAnims(2)=JumpL_Mid AirAnims(3)=JumpR_Mid TakeoffStillAnim=JumpF_Takeoff TakeoffAnims(0)=JumpF_Takeoff TakeoffAnims(1)=JumpF_Takeoff TakeoffAnims(2)=JumpL_Takeoff TakeoffAnims(3)=JumpR_Takeoff LandAnims(0)=JumpF_Land LandAnims(1)=JumpF_Land LandAnims(2)=JumpL_Land LandAnims(3)=JumpR_Land TurnRightAnim=TurnR_PipeBomb TurnLeftAnim=TurnL_PipeBomb CrouchTurnRightAnim=CH_TurnR_PipeBomb CrouchTurnLeftAnim=CH_TurnL_PipeBomb IdleRestAnim=Idle_PipeBomb//Idle_Rest IdleCrouchAnim=CHIdle_PipeBomb IdleSwimAnim=Swim_Tread IdleWeaponAnim=Idle_PipeBomb//Idle_Rifle IdleHeavyAnim=Idle_PipeBomb//Idle_Biggun IdleRifleAnim=Idle_PipeBomb//Idle_Rifle IdleChatAnim=Idle_PipeBomb FireAnims(0)=Fire_PipeBomb FireAnims(1)=Fire_PipeBomb FireAnims(2)=Fire_PipeBomb FireAnims(3)=Fire_PipeBomb FireAltAnims(0)=Fire_PipeBomb FireAltAnims(1)=Fire_PipeBomb FireAltAnims(2)=Fire_PipeBomb FireAltAnims(3)=Fire_PipeBomb FireCrouchAnims(0)=CHFire_PipeBomb FireCrouchAnims(1)=CHFire_PipeBomb FireCrouchAnims(2)=CHFire_PipeBomb FireCrouchAnims(3)=CHFire_PipeBomb FireCrouchAltAnims(0)=CHFire_PipeBomb FireCrouchAltAnims(1)=CHFire_PipeBomb FireCrouchAltAnims(2)=CHFire_PipeBomb FireCrouchAltAnims(3)=CHFire_PipeBomb HitAnims(0)=HitF_PipeBomb HitAnims(1)=HitB_PipeBomb HitAnims(2)=HitL_PipeBomb HitAnims(3)=HitR_PipeBomb PostFireBlendStandAnim=Blend_PipeBomb PostFireBlendCrouchAnim=CHBlend_PipeBomb }