class NiceProtectaFire extends ProtectaFire; simulated function bool AllowFire() { if( KFWeapon(Weapon).bIsReloading && KFWeapon(Weapon).MagAmmoRemaining < 1) return false; if(KFPawn(Instigator).SecondaryItem!=none) return false; if( KFPawn(Instigator).bThrowingNade ) return false; if( Level.TimeSeconds - LastClickTime>FireRate ) { LastClickTime = Level.TimeSeconds; } if( KFWeapon(Weapon).MagAmmoRemaining<1 ) return false; return super(WeaponFire).AllowFire(); } defaultproperties { maxVerticalRecoilAngle=1000 maxHorizontalRecoilAngle=300 AmmoClass=class'NiceProtectaAmmo' ProjectileClass=class'NiceProtectaFlare' }