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//============================================================================= // Flashlight //============================================================================= class NailGunALTFire extends KFFire; var name FireAnim2; simulated function ModeDoFire() { if (Weapon != none && KFPlayerController(pawn(Weapon.Owner).Controller) != none ) { KFPlayerController(pawn(Weapon.Owner).Controller).ToggleTorch(); KFWeapon(Weapon).AdjustLightGraphic(); } Super.ModeDoFire(); } function DoTrace(Vector Start, Rotator Dir) { } // Sends a value to the 9mm attachment telling whether the light is being used. function bool LightFiring() { return bIsFiring; } simulated function bool AllowFire() { if(KFWeapon(Weapon).bIsReloading || KFPawn(Instigator).SecondaryItem!=none || KFPawn(Instigator).bThrowingNade ) return false; if(Level.TimeSeconds - LastClickTime > FireRate) return true; } defaultproperties { bFiringDoesntAffectMovement=True RecoilRate=0.150000 bDoClientRagdollShotFX=False FireSoundRef="KF_NailShotgun.Vlad9000_Light_On" DamageType=Class'KFMod.DamTypeDualies' Momentum=0.000000 bPawnRapidFireAnim=True bAttachSmokeEmitter=True TransientSoundVolume=1.800000 FireAnim="LightOn" FireForce="AssaultRifleFire" AmmoClass=Class'KFMod.FlashlightAmmo' BotRefireRate=0.500000 aimerror=0.000000 } |
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