/*
 * Class:  Elite_Impact_Attach
 * By: James Bishop A.K.A. *PingFre@K*
 * Copyright 1998-2009 Epic Games, Inc. All Rights Reserved.
*/

class Elite_Impact_Attach extends UTAttachment_ImpactHammer;

defaultproperties
{
	// Weapon SkeletalMesh
	Begin Object Name=SkeletalMeshComponent0
		SkeletalMesh=SkeletalMesh'EM_XX_Content.Mesh.Impact_3P'
		AnimSets(0)=AnimSet'WP_ImpactHammer.Anims.K_WP_Impact_3P'
		bForceRefPose=0
		Scale=0.8
		Materials(0)=Material'EM_XX_Content.Impact_Final'
	End Object

	ImpactEffects(0)=(MaterialType=Metal,Sound=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactMetal_Cue',ParticleTemplate=none,DecalMaterials=(),DecalWidth=16.0,DecalHeight=16.0)
	ImpactEffects(1)=(MaterialType=Stone,Sound=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactMetal_Cue',ParticleTemplate=none,DecalMaterials=(),DecalWidth=16.0,DecalHeight=16.0)
	ImpactEffects(2)=(MaterialType=Wood,Sound=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactMetal_Cue',ParticleTemplate=none,DecalMaterials=(),DecalWidth=16.0,DecalHeight=16.0)
	ImpactEffects(3)=(MaterialType=Metal,Sound=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactMetal_Cue',ParticleTemplate=none,DecalMaterials=(),DecalWidth=16.0,DecalHeight=16.0)

	WeaponClass=class'Elite_Impact_Hammer'

	MuzzleFlashPSCTemplate=ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Primary_Hit'
	MuzzleFlashAltPSCTemplate=ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Secondary_Hit'
}
