rott/kf_sources/KFMod/Classes/WinchesterAttachment.uc
2026-07-14 20:27:09 +07:00

73 lines
2.5 KiB
Ucode

class WinchesterAttachment extends KFWeaponAttachment;
defaultproperties
{
mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdSTG'
mTracerClass=Class'KFMod.KFLargeTracer'
bHeavy=True
SplashEffect=Class'BulletSplashEmitter'
CullDistance=5000.000000
Mesh=SkeletalMesh'KF_Weapons3rd_Trip.Winchester_3rd'
MovementAnims(0)=JogF_Winchester
MovementAnims(1)=JogB_Winchester
MovementAnims(2)=JogL_Winchester
MovementAnims(3)=JogR_Winchester
CrouchAnims(0)=CHwalkF_Winchester
CrouchAnims(1)=CHwalkB_Winchester
CrouchAnims(2)=CHwalkL_Winchester
CrouchAnims(3)=CHwalkR_Winchester
WalkAnims(0)=WalkF_Winchester
WalkAnims(1)=WalkB_Winchester
WalkAnims(2)=WalkL_Winchester
WalkAnims(3)=WalkR_Winchester
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_Winchester
TurnLeftAnim=TurnL_Winchester
CrouchTurnRightAnim=CH_TurnR_Winchester
CrouchTurnLeftAnim=CH_TurnL_Winchester
IdleRestAnim=Idle_Winchester//Idle_Rest
IdleCrouchAnim=CHIdle_Winchester
IdleSwimAnim=Swim_Tread
IdleWeaponAnim=Idle_Winchester//Idle_Rifle
IdleHeavyAnim=Idle_Winchester//Idle_Biggun
IdleRifleAnim=Idle_Winchester//Idle_Rifle
IdleChatAnim=Idle_Winchester
FireAnims(0)=Fire_Winchester
FireAnims(1)=Fire_Winchester
FireAnims(2)=Fire_Winchester
FireAnims(3)=Fire_Winchester
FireAltAnims(0)=Fire_Winchester
FireAltAnims(1)=Fire_Winchester
FireAltAnims(2)=Fire_Winchester
FireAltAnims(3)=Fire_Winchester
FireCrouchAnims(0)=CHFire_Winchester
FireCrouchAnims(1)=CHFire_Winchester
FireCrouchAnims(2)=CHFire_Winchester
FireCrouchAnims(3)=CHFire_Winchester
FireCrouchAltAnims(0)=CHFire_Winchester
FireCrouchAltAnims(1)=CHFire_Winchester
FireCrouchAltAnims(2)=CHFire_Winchester
FireCrouchAltAnims(3)=CHFire_Winchester
HitAnims(0)=HitF_Winchester
HitAnims(1)=HitB_Winchester
HitAnims(2)=HitL_Winchester
HitAnims(3)=HitR_Winchester
PostFireBlendStandAnim=Blend_Winchester
PostFireBlendCrouchAnim=CHBlend_Winchester
}