class GSSALIIFire extends ProjectileFire;



simulated function bool AllowFire()
{
    return ( Weapon.AmmoAmount(ThisModeNum) >= 5);
}

//event PreBeginPlay()
//{
//	SetTimer(1,true);
//	Enable('Timer');
//	Super.PreBeginPlay();
//}

simulated function DoAutoSwitch()
{
  //Disables autoswitch, as this is never going to entirely run out of ammo.
}

//function InitEffects()
//{
//    Super.InitEffects();
//    if ( FlashEmitter != None )
//		Weapon.AttachToBone(FlashEmitter, 'tip');
//}

defaultproperties
{
     ProjSpawnOffset=(X=25.000000,Y=5.000000,Z=-6.000000)
     FireEndAnim=
     FireAnimRate=0.050000
     //FireSound=Sound'IndoorAmbience.electricity1'
//     FireSound=Sound'WeaponSounds.BLinkGunBeam1'
//     FireForce="FlakCannonFire"
     FireRate=0.060000
     AmmoClass=Class'GSSALAmmo'
     AmmoPerFire=1
     ShakeRotTime=2.000000
     ShakeOffsetMag=(X=-20.000000)
     ShakeOffsetRate=(X=-1000.000000)
     ShakeOffsetTime=2.000000
     ProjectileClass=Class'LighteningProjectile'
     BotRefireRate=0.060000
     Spread=3400.000000
     SpreadStyle=SS_Random
}
