class ShotgunAttachment extends KFWeaponAttachment; var Actor TacShine; var Effects TacShineCorona; var bool bBeamEnabled; // Prevents tracers from spawning if player is using the flashlight function of the 9mm simulated event ThirdPersonEffects() { if( FiringMode==1 ) return; Super.ThirdPersonEffects(); } simulated function Destroyed() { if ( TacShineCorona != None ) TacShineCorona.Destroy(); if ( TacShine != None ) TacShine.Destroy(); Super.Destroyed(); } simulated function UpdateTacBeam( float Dist ) { local vector Sc; if( !bBeamEnabled ) { if (TacShine == none ) { TacShine = Spawn(Class'Single'.Default.TacShineClass,Owner,,,); AttachToBone(TacShine,'FlashLight'); TacShine.RemoteRole = ROLE_None; } else TacShine.bHidden = False; if (TacShineCorona == none ) { TacShineCorona = Spawn(class 'KFTacLightCorona',Owner,,,); AttachToBone(TacShineCorona,'FlashLight'); TacShineCorona.RemoteRole = ROLE_None; } TacShineCorona.bHidden = False; bBeamEnabled = True; } Sc = TacShine.DrawScale3D; Sc.Y = FClamp(Dist/90.f,0.02,1.f); if( TacShine.DrawScale3D!=Sc ) TacShine.SetDrawScale3D(Sc); } simulated function TacBeamGone() { if( bBeamEnabled ) { if (TacShine!=none ) TacShine.bHidden = True; if (TacShineCorona!=none ) TacShineCorona.bHidden = True; bBeamEnabled = False; } } defaultproperties { mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar' mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer' Mesh=SkeletalMesh'KF_Weapons3rd_Trip.Shotgun_3rd' MovementAnims(0)=JogF_Shotgun MovementAnims(1)=JogB_Shotgun MovementAnims(2)=JogL_Shotgun MovementAnims(3)=JogR_Shotgun CrouchAnims(0)=CHwalkF_Shotgun CrouchAnims(1)=CHwalkB_Shotgun CrouchAnims(2)=CHwalkL_Shotgun CrouchAnims(3)=CHwalkR_Shotgun WalkAnims(0)=WalkF_Shotgun WalkAnims(1)=WalkB_Shotgun WalkAnims(2)=WalkL_Shotgun WalkAnims(3)=WalkR_Shotgun 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_Shotgun TurnLeftAnim=TurnL_Shotgun CrouchTurnRightAnim=CH_TurnR_Shotgun CrouchTurnLeftAnim=CH_TurnL_Shotgun IdleRestAnim=Idle_Shotgun//Idle_Rest IdleCrouchAnim=CHIdle_Shotgun IdleSwimAnim=Swim_Tread IdleWeaponAnim=Idle_Shotgun//Idle_Rifle IdleHeavyAnim=Idle_Shotgun//Idle_Biggun IdleRifleAnim=Idle_Shotgun//Idle_Rifle IdleChatAnim=Idle_Shotgun FireAnims(0)=Fire_Shotgun FireAnims(1)=Fire_Shotgun FireAnims(2)=Fire_Shotgun FireAnims(3)=Fire_Shotgun FireAltAnims(0)=Fire_Shotgun FireAltAnims(1)=Fire_Shotgun FireAltAnims(2)=Fire_Shotgun FireAltAnims(3)=Fire_Shotgun FireCrouchAnims(0)=CHFire_Shotgun FireCrouchAnims(1)=CHFire_Shotgun FireCrouchAnims(2)=CHFire_Shotgun FireCrouchAnims(3)=CHFire_Shotgun FireCrouchAltAnims(0)=CHFire_Shotgun FireCrouchAltAnims(1)=CHFire_Shotgun FireCrouchAltAnims(2)=CHFire_Shotgun FireCrouchAltAnims(3)=CHFire_Shotgun HitAnims(0)=HitF_Shotgun HitAnims(1)=HitB_Shotgun HitAnims(2)=HitL_Shotgun HitAnims(3)=HitR_Shotgun PostFireBlendStandAnim=Blend_Shotgun PostFireBlendCrouchAnim=CHBlend_Shotgun }