class NiceShotgunFire extends NiceFire; defaultproperties { bProjectileFire=True ProjPerFire=12 ProjSpawnOffset=(X=25.000000,Y=5.000000,Z=-6.000000) EffectiveRange=700.000000 KickMomentum=(X=-85.000000,Z=15.000000) LowGravKickMomentumScale=10.000000 ProjectileSpeed=18200.000000 bulletClass=Class'NicePack.NiceShotgunPellet' FireAimedAnim="Fire_Iron" RecoilRate=0.050000 maxVerticalRecoilAngle=1500 maxHorizontalRecoilAngle=900 bRandomPitchFireSound=False FireSoundRef="KF_PumpSGSnd.SG_Fire" StereoFireSoundRef="KF_PumpSGSnd.SG_FireST" NoAmmoSoundRef="KF_PumpSGSnd.SG_DryFire" DamageType=Class'NicePack.NiceDamTypeShotgun' DamageMax=79 Momentum=50000.000000 bWaitForRelease=True bAttachSmokeEmitter=True TransientSoundVolume=2.000000 TransientSoundRadius=500.000000 FireEndAnim= FireAnimRate=0.950000 FireForce="FlakCannonFire" FireRate=0.965000 AmmoClass=Class'NicePack.NiceShotgunAmmo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000) ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000) ShakeRotTime=5.000000 ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=3.000000 BotRefireRate=1.500000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar' aimerror=1.000000 Spread=3000.0//1125.000000 SpreadStyle=SS_Random }