class NiceHuntingRifleAttachment extends NiceAttachment; defaultproperties { mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdSTG' mTracerClass=Class'KFMod.KFNewTracer' MovementAnims(0)="WalkF_Winchester" MovementAnims(1)="WalkB_Winchester" MovementAnims(2)="WalkL_Winchester" MovementAnims(3)="WalkL_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)="WalkL_Winchester" CrouchTurnRightAnim="CH_TurnR_Winchester" CrouchTurnLeftAnim="CH_TurnL_Winchester" IdleCrouchAnim="CHIdle_Winchester" IdleWeaponAnim="IS_Idle_Winchester" IdleRestAnim="IS_Idle_Winchester" IdleChatAnim="IS_Idle_Winchester" IdleHeavyAnim="IS_Idle_Winchester" IdleRifleAnim="IS_Idle_Winchester" FireAnims(0)="Claw" FireAnims(1)="Claw" FireAnims(2)="Claw" FireAnims(3)="Claw" FireAltAnims(0)="IS_Fire_Winchester" FireAltAnims(1)="IS_Fire_Winchester" FireAltAnims(2)="IS_Fire_Winchester" FireAltAnims(3)="IS_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="ScrnWeaponPack_A.HuntingRifle3rd" bHeavy=True SplashEffect=Class'ROEffects.BulletSplashEmitter' CullDistance=5000.000000 }