class Nice9mmPlus extends NiceSingle; simulated function AltFire(float F){ if(bIsDual) super.AltFire(F); else ToggleLaser(); } simulated function SecondDoToggle(){ ToggleLaser(); } simulated function ToggleLaser(){ if(!Instigator.IsLocallyControlled()) return; // Will redo this bit later, but so far it'll have to do if(LaserType == 0) LaserType = 1; else LaserType = 0; ApplyLaserState(); } defaultproperties { DualClass=Class'NicePack.NiceDual9mmPlus' bUseFlashlightToToggle=True reloadPreEndFrame=0.117000 reloadEndFrame=0.617000 reloadChargeEndFrame=-1.000000 reloadMagStartFrame=0.167000 reloadChargeStartFrame=-1.000000 bTorchEnabled=True SleeveNum=0 TraderInfoTexture=Texture'NicePackT.NinePP.HUD_Single_Trader' MeshRef="NicePackA.NinePP.Single_1P" SkinRefs(1)="ScrnWeaponPack_T.MedicPistol.Slide_cmb" SkinRefs(2)="ScrnWeaponPack_T.MedicPistol.frame_cmb" SkinRefs(3)="ScrnWeaponPack_T.MedicPistol.Slide_cmb" SkinRefs(4)="ScrnWeaponPack_T.MedicPistol.Slide_cmb" SelectSoundRef="KF_9MMSnd.9mm_Select" HudImageRef="NicePackT.NinePP.HUD_Single_UnSelected" SelectedHudImageRef="NicePackT.NinePP.HUD_Single_Selected" FireModeClass(0)=Class'NicePack.Nice9mmPlusFire' Description="A 9mm handgun, with a functional laser sight and flashlight. The barrel has been replaced with one that can chamber hotter ammunition loads, meaning faster bullets, meaning more damage!" GroupOffset=3 PickupClass=Class'NicePack.Nice9mmPlusPickup' AttachmentClass=Class'NicePack.Nice9mmPlusAttachment' ItemName="Beretta" }