; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning
;AnimationBlendTime = 10
End
End
AnimationState = FIRING_OR_RELOADING_A
StateName = STATE_Firing
Animation = LooseReloadDraw
AnimationName = GUFaramir_SKL.GUFaramir_ATKA2
AnimationMode = ONCE
; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning
AnimationSpeedFactorRange = 1.1 1.1 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for
FastHitsResetReaction = Yes If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)