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class CrossbuzzsawFire extends KFShotgunFire; simulated function bool AllowFire() { return (Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire); } function float MaxRange() { return 2500; } function DoFireEffect() { Super(KFShotgunFire).DoFireEffect(); } defaultproperties { EffectiveRange=7500.000000 RecoilRate=0.100000 maxVerticalRecoilAngle=1500 maxHorizontalRecoilAngle=125 FireAimedAnim="Fire_Iron" bRandomPitchFireSound=False FireSoundRef="KF_IJC_HalloweenSnd.CrossBuzzSaw_Fire_M" StereoFireSoundRef="KF_IJC_HalloweenSnd.CrossBuzzSaw_Fire_S" NoAmmoSoundRef="KF_XbowSnd.Xbow_DryFire" ProjPerFire=1 ProjSpawnOffset=(X=50.000000,Y=7.000000,Z=-8.000000) bWaitForRelease=True TransientSoundVolume=1.800000 FireForce="AssaultRifleFire" FireRate=2.000000 AmmoClass=Class'KFMod.CrossbuzzsawAmmo' ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000) ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000) ShakeRotTime=3.000000 ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=2.000000 ProjectileClass=Class'KFMod.CrossbuzzsawBlade' BotRefireRate=1.800000 aimerror=1.000000 Spread=0.100000 } |
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