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# NukeRifle

### NukeRifles

#### NukeRifle

    //=============================================================================
    // NukeRifle
    //=============================================================================
    class NukeRifle extends ShockRifle;

    #exec OBJ LOAD FILE=..\Sounds\WeaponSounds.uax
    #exec OBJ LOAD FILE=XEffectMat.utx

    function float GetAIRating()
    {
        return AIRating;
    }

    simulated function bool StartFire(int mode)
    {
        bWaitForCombo = false;
        return Super.StartFire(mode);
    }

    function float RangedAttackTime()
    {
        return 0;
    }

    /* BestMode()
    choose between regular or alt-fire
    */
    function byte BestMode()
    {
        return 0;
    }

    defaultproperties
    {
        bCanThrow=false
        AIRating=+1.0

        FireModeClass(0)=NukeRifleFire
        FireModeClass(1)=NukeRifleFire
        InventoryGroup=4
        ItemName="Nuke Rifle"
        PickupClass=class'NukeRiflePickup'
    }

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