class NiceWinchesterAttachment extends NiceAttachment; defaultproperties { mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdSTG' mTracerClass=Class'KFMod.KFLargeTracer' MovementAnims(0)="JogF_Winchester" MovementAnims(1)="JogB_Winchester" MovementAnims(2)="JogL_Winchester" MovementAnims(3)="JogR_Winchester" TurnLeftAnim="TurnL_Winchester" TurnRightAnim="TurnR_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" CrouchTurnRightAnim="CH_TurnR_Winchester" CrouchTurnLeftAnim="CH_TurnL_Winchester" IdleCrouchAnim="CHIdle_Winchester" IdleWeaponAnim="Idle_Winchester" IdleRestAnim="Idle_Winchester" IdleChatAnim="Idle_Winchester" IdleHeavyAnim="Idle_Winchester" IdleRifleAnim="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" MeshRef="KF_Weapons3rd_Trip.Winchester_3rd" bHeavy=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000 }