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class CrossbowFire extends KFShotgunFire; simulated function bool AllowFire() { return (Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire); } function float MaxRange() { return 2500; } function DoFireEffect() { Super(KFShotgunFire).DoFireEffect(); } defaultproperties { EffectiveRange=2500.000000 maxVerticalRecoilAngle=200 maxHorizontalRecoilAngle=50 FireAimedAnim="Fire_Iron" bRandomPitchFireSound=False FireSoundRef="KF_XbowSnd.Xbow_Fire" NoAmmoSoundRef="KF_XbowSnd.Xbow_DryFire" ProjPerFire=1 ProjSpawnOffset=(Y=0.000000,Z=0.000000) bWaitForRelease=True TransientSoundVolume=1.800000 FireForce="AssaultRifleFire" FireRate=1.800000 AmmoClass=Class'KFMod.CrossbowAmmo' ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000) ProjectileClass=Class'KFMod.CrossbowArrow' BotRefireRate=1.800000 aimerror=1.000000 Spread=0.750000 SpreadStyle=SS_None } |
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