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//============================================================================= // M99Fire //============================================================================= // M99 Sniper Rifle primary fire class //============================================================================= // Killing Floor Source // Copyright (C) 2012 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibson, and IJC Development //============================================================================= class M99Fire extends KFShotgunFire; simulated function bool AllowFire() { return (Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire); } function float MaxRange() { return 25000; } function DoFireEffect() { Super(KFShotgunFire).DoFireEffect(); } defaultproperties { EffectiveRange=25000.000000 KickMomentum=(X=-150.000000,Z=85.000000) LowGravKickMomentumScale=7.000000 RecoilRate=0.100000 maxVerticalRecoilAngle=4000 maxHorizontalRecoilAngle=90 FireAimedAnim="Fire_Iron" bRandomPitchFireSound=False FireSoundRef="KF_M99Snd.M99_Fire_M" StereoFireSoundRef="KF_M99Snd.M99_Fire_S" NoAmmoSoundRef="KF_SCARSnd.SCAR_DryFire" ProjPerFire=1 ProjSpawnOffset=(Y=0.000000,Z=0.000000) bWaitForRelease=True TransientSoundVolume=1.800000 FireForce="AssaultRifleFire" FireRate=3.030000 AmmoClass=Class'KFMod.M99Ammo' ShakeRotMag=(X=5.000000,Y=7.000000,Z=3.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeOffsetMag=(X=5.000000,Y=5.000000,Z=5.000000) ProjectileClass=Class'KFMod.M99Bullet' BotRefireRate=3.570000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stPTRD' aimerror=0.000000 Spread=0.004000 } |
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