class NiceAxeAttachment extends NiceMeleeAttachment; defaultproperties { MovementAnims(0)="JogF_Axe" MovementAnims(1)="JogB_Axe" MovementAnims(2)="JogL_Axe" MovementAnims(3)="JogR_Axe" TurnLeftAnim="TurnL_Axe" TurnRightAnim="TurnR_Axe" CrouchAnims(0)="CHwalkF_Axe" CrouchAnims(1)="CHwalkB_Axe" CrouchAnims(2)="CHwalkL_Axe" CrouchAnims(3)="CHwalkR_Axe" CrouchTurnRightAnim="CH_TurnR_Axe" CrouchTurnLeftAnim="CH_TurnL_Axe" IdleCrouchAnim="CHIdle_Axe" IdleWeaponAnim="Idle_Axe" IdleRestAnim="Idle_Axe" IdleChatAnim="Idle_Axe" IdleHeavyAnim="Idle_Axe" IdleRifleAnim="Idle_Axe" FireAnims(0)="Attack1_Axe" FireAnims(1)="Attack2_Axe" FireAnims(2)="Attack3_Axe" FireAnims(3)="Attack3_Axe" FireAltAnims(0)="Attack1_Axe" FireAltAnims(1)="Attack2_Axe" FireAltAnims(2)="Attack3_Axe" FireAltAnims(3)="Attack3_Axe" FireCrouchAnims(0)="CHAttack1_Axe" FireCrouchAnims(1)="CHAttack2_Axe" FireCrouchAnims(2)="CHAttack3_Axe" FireCrouchAnims(3)="CHAttack3_Axe" FireCrouchAltAnims(0)="CHAttack1_Axe" FireCrouchAltAnims(1)="CHAttack2_Axe" FireCrouchAltAnims(2)="CHAttack3_Axe" FireCrouchAltAnims(3)="CHAttack3_Axe" HitAnims(0)="HitF_Axe" HitAnims(1)="HitB_Axe" HitAnims(2)="HitL_Axe" HitAnims(3)="HitR_Axe" PostFireBlendStandAnim="Blend_Axe" PostFireBlendCrouchAnim="CHBlend_Axe" MeshRef="KF_Weapons3rd_Trip.Axe_3rd" }