class ScrnLAW extends LAW; var float RaiseAnimRate; //multiplier for Raise anim rate //overwriting to disable tween to idle if zoomed out while firing simulated function ZoomOut(bool bAnimateTransition) { super(BaseKFWeapon).ZoomOut(bAnimateTransition); bAimingRifle = False; if( KFHumanPawn(Instigator)!=None ) KFHumanPawn(Instigator).SetAiming(False); if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none ) { if( AimOutSound != none ) { PlayOwnedSound(AimOutSound, SLOT_Misc,,,,, false); } KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,ZoomTime); } if( Level.TimeSeconds > FireMode[0].NextFireTime ) { TweenAnim(IdleAnim,FastZoomOutTime); } } //overwriting to increase raise animation play rate simulated function ZoomIn(bool bAnimateTransition) { if( Level.TimeSeconds < FireMode[0].NextFireTime ) { return; } super.ZoomIn(bAnimateTransition); if( bAnimateTransition ) { if( bZoomOutInterrupted ) { PlayAnim('Raise',RaiseAnimRate,0.1); } else { PlayAnim('Raise',RaiseAnimRate,0.1); } } } defaultproperties { RaiseAnimRate=2.700000 ForceZoomOutOnFireTime=0.050000 bHoldToReload=False Weight=12.000000 PlayerIronSightFOV=65.000000 FireModeClass(0)=Class'ScrnBalanceSrv.ScrnLAWFire' Description="Light Anti-tank Weapon. Designed to punch through armored vehicles... but can't kill even a Scrake! Maybe because he doesn't wear armor to punch through ^^" PickupClass=Class'ScrnBalanceSrv.ScrnLAWPickup' AttachmentClass=Class'ScrnBalanceSrv.ScrnLAWAttachment' ItemName="L.A.W. SE" }