class SchlonzLinkGun extends LinkGun;




function byte BestMode()
{
	return 1;

} // BestMode


simulated function bool PutDown()
{
    local int Mode;

    if( ClientState == WS_BringUp || ClientState == WS_ReadyToFire )
    {
        if( !Instigator.PendingWeapon.bForceSwitch )
        {
            for( Mode = 0; Mode < NUM_FIRE_MODES; Mode++ )
            {
                if( FireMode[Mode].bFireOnRelease && FireMode[Mode].bIsFiring )
                    return false;
            }
        }

        if( Instigator.IsLocallyControlled() )
        {
            for( Mode = 0; Mode < NUM_FIRE_MODES; Mode++ )
            {
                if( FireMode[Mode].bIsFiring )
                    ClientStopFire( Mode );
            }

            if( ClientState != WS_BringUp && HasAnim( PutDownAnim ) )
                PlayAnim( PutDownAnim, PutDownAnimRate, 0.0 );
        }
        ClientState = WS_PutDown;

        SetTimer( 0.3, false );
    }
    for( Mode = 0; Mode < NUM_FIRE_MODES; Mode++ )
    {
		FireMode[Mode].bServerDelayStartFire = false;
		FireMode[Mode].bServerDelayStopFire = false;
	}	
    Instigator.AmbientSound = None;
    return true; // return false if preventing weapon switch

} // PutDown

defaultproperties
{
     FireModeClass(0)=Class'SchlonzUT.SchlonzLinkAltFire'
     FireModeClass(1)=Class'SchlonzUT.SchlonzLinkFire'
     PickupClass=Class'SchlonzUT.SchlonzLinkGunPickup'
     ItemName="Schlonz Link Gun"
}