class Protecta extends KFWeaponShotgun; // Use alt fire to switch fire modes simulated function AltFire(float F) { if(ReadyToFire(0)) { DoToggle(); } } exec function SwitchModes() { DoToggle(); } defaultproperties { MagCapacity=12 ReloadRate=0.455000 ReloadAnim="Reload" ReloadAnimRate=2.000000 WeaponReloadAnim="Reload_Shotgun" Weight=8.000000 bHasAimingMode=True IdleAimAnim="Iron_Idle" StandardDisplayFOV=65.000000 bModeZeroCanDryFire=True SleeveNum=3 TraderInfoTexture=Texture'ScrnWeaponPack_T.Protecta.Protecta_Trader' MeshRef="ScrnWeaponPack_A.Protecta_mesh" SkinRefs(0)="ScrnWeaponPack_T.Protecta.Protecta_tex_1_cmb" SkinRefs(1)="ScrnWeaponPack_T.Protecta.Protecta_tex_2_cmb" SkinRefs(2)="ScrnWeaponPack_T.Protecta.Protecta_tex_3_cmb" SkinRefs(3)="ScrnWeaponPack_T.Effects.RedColor" SkinRefs(4)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr" SelectSoundRef="ScrnWeaponPack_SND.Protecta.striker_select" HudImageRef="ScrnWeaponPack_T.Protecta.Protecta_Unselected" SelectedHudImageRef="ScrnWeaponPack_T.Protecta.Protecta_selected" PlayerIronSightFOV=70.000000 ZoomedDisplayFOV=40.000000 FireModeClass(0)=Class'ScrnWeaponPack.ProtectaFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" AIRating=0.600000 CurrentRating=0.600000 bShowChargingBar=True Description="Protecta Automatic Shotgun was outshined by AA12 in every aspect until Horzine technicians managed to load it with flares..." DisplayFOV=65.000000 Priority=199 InventoryGroup=4 GroupOffset=9 PickupClass=Class'ScrnWeaponPack.ProtectaPickup' PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-7.000000) PlayerViewPivot=(Pitch=20,Yaw=20) BobDamping=5.000000 AttachmentClass=Class'ScrnWeaponPack.ProtectaAttachment' IconCoords=(X1=169,Y1=172,X2=245,Y2=208) ItemName="Flare Shotgun 'Protecta' SE" TransientSoundVolume=1.250000 }