class UR_Weap_Sniper extends UTWeap_SniperRifle;

simulated function CustomFire()
{
        if (AmmoCount < MaxAmmoCount)
        {
                AmmoCount += 1;
        }
}

simulated function InstantFire()
{
	if (AmmoCount <= 0)
	{
		CustomFire();
	}
	else
	{
		Super.InstantFire();
	}
}

DefaultProperties
{
        ArmsAnimSet=AnimSet'WP_Translocator.Anims.K_WP_Translocator_1P_Arms'
        
        Begin Object Name=FirstPersonMesh
            SkeletalMesh=SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_1P'
                AnimSets(0)=AnimSet'WP_ShockRifle.Anim.K_WP_ShockRifle_1P_Base'
                Animations=MeshSequenceA
                Scale=1
                bForceUpdateAttachmentsInTick=true
                FOV=80
        End Object
        
        InstantHitDamage(0)=50
        InstantHitDamage(1)=0
        InstantHitMomentum(0)=10000.0
        InstantHitMomentum(1)=0

        FireInterval(0)=0.6
        FireInterval(1)=1
        
        WeaponRange=100000

        FiringStatesArray(0)=WeaponFiring
        FiringStatesArray(1)=WeaponFiring
        
        Spread(0)=0.07
        Spread(1)=0.07
        
        ShotCost(0)=1
        ShotCost(1)=-1

        InstantHitDamageTypes(0)=class'UTDmgType_SniperPrimary'
        InstantHitDamageTypes(1)=class'UTDmgType_SniperPrimary'
        
        AmmoCount=30
        LockerAmmoCount=30
        MaxAmmoCount=60
        
        SlowHeadshotScale=1.0
        RunningHeadshotScale=1.0
        
        bZoomedFireMode(0)=0
        bZoomedFireMode(1)=0
        
        WeaponFireTypes(0)=EWFT_InstantHit
        WeaponFireTypes(1)=EWFT_Custom
		
	ItemName="Sniper Rifle"
	PickupMessage="Sniper Rifle"
	InventoryGroup=1
	bCanThrow=False
}