class NiceBoomStickAltFire extends NiceBoomStickFire; // Overload to force last shot to have a different animation with reload // NICETODO: uncomment this /*function name GetCorrectAnim(bool bLoop, bool bAimed){ if(currentContext.sourceWeapon != none && currentContext.sourceWeapon.MagAmmoRemainingClient > 0) return super.GetCorrectAnim(bLoop, bAimed); if(bAimed) return 'Fire_Last_Iron'; else return 'Fire_Last'; return FireAnim; }*/ defaultproperties { KickMomentum=(X=-50.000000,Z=22.000000) FireAimedAnim="Fire_Iron" maxVerticalRecoilAngle=1500 FireSoundRef="KF_DoubleSGSnd.2Barrel_Fire" StereoFireSoundRef="KF_DoubleSGSnd.2Barrel_FireST" TransientSoundVolume=1.800000 FireAnim="Fire" AmmoPerFire=1 ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000) ShakeRotTime=5.000000 ShakeOffsetTime=3.000000 }