232 lines
6.4 KiB
Ucode
232 lines
6.4 KiB
Ucode
class VALDTAssaultRifle extends KFWeapon
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config(user);
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var name ReloadShortAnim;
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var float ReloadShortRate;
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var transient bool bShortReload;
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exec function ReloadMeNow()
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{
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local float ReloadMulti;
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if(!AllowReload())
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return;
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if ( bHasAimingMode && bAimingRifle )
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{
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FireMode[1].bIsFiring = False;
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ZoomOut(false);
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if( Role < ROLE_Authority)
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ServerZoomOut(false);
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}
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if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
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ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self);
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else
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ReloadMulti = 1.0;
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bIsReloading = true;
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ReloadTimer = Level.TimeSeconds;
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bShortReload = MagAmmoRemaining > 0;
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if ( bShortReload )
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ReloadRate = Default.ReloadShortRate / ReloadMulti;
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else
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ReloadRate = Default.ReloadRate / ReloadMulti;
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if( bHoldToReload )
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{
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NumLoadedThisReload = 0;
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}
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ClientReload();
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Instigator.SetAnimAction(WeaponReloadAnim);
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if ( Level.Game.NumPlayers > 1 && KFGameType(Level.Game).bWaveInProgress && KFPlayerController(Instigator.Controller) != none &&
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Level.TimeSeconds - KFPlayerController(Instigator.Controller).LastReloadMessageTime > KFPlayerController(Instigator.Controller).ReloadMessageDelay )
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{
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KFPlayerController(Instigator.Controller).Speech('AUTO', 2, "");
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KFPlayerController(Instigator.Controller).LastReloadMessageTime = Level.TimeSeconds;
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}
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}
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simulated function ClientReload()
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{
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local float ReloadMulti;
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if ( bHasAimingMode && bAimingRifle )
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{
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FireMode[1].bIsFiring = False;
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ZoomOut(false);
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if( Role < ROLE_Authority)
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ServerZoomOut(false);
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}
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if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
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ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self);
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else
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ReloadMulti = 1.0;
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bIsReloading = true;
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if (MagAmmoRemaining <= 0)
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{
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PlayAnim(ReloadAnim, ReloadAnimRate*ReloadMulti, 0.1);
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}
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else if (MagAmmoRemaining >= 1)
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{
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PlayAnim(ReloadShortAnim, ReloadAnimRate*ReloadMulti, 0.1);
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}
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}
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function AddReloadedAmmo()
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{
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local int a;
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UpdateMagCapacity(Instigator.PlayerReplicationInfo);
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a = MagCapacity;
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if ( bShortReload )
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a++; // 1 bullet already bolted
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if ( AmmoAmount(0) >= a )
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MagAmmoRemaining = a;
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else
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MagAmmoRemaining = AmmoAmount(0);
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// this seems redudant -- PooSH
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// if( !bHoldToReload )
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// {
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// ClientForceKFAmmoUpdate(MagAmmoRemaining,AmmoAmount(0));
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// }
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if ( PlayerController(Instigator.Controller) != none && KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements) != none )
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{
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KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements).OnWeaponReloaded();
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}
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}
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// Use alt fire to switch fire modes
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simulated function AltFire(float F)
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{
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if(ReadyToFire(0))
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{
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DoToggle();
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}
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}
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exec function SwitchModes()
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{
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DoToggle();
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}
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function bool RecommendRangedAttack()
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{
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return true;
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}
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//TODO: LONG ranged?
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function bool RecommendLongRangedAttack()
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{
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return true;
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}
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function float SuggestAttackStyle()
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{
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return -1.0;
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}
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function float GetAIRating()
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{
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local Bot B;
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B = Bot(Instigator.Controller);
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if ( (B == None) || (B.Enemy == None) )
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return AIRating;
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return AIRating;
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}
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function byte BestMode()
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{
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return 0;
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}
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simulated function SetZoomBlendColor(Canvas c)
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{
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local Byte val;
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local Color clr;
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local Color fog;
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clr.R = 255;
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clr.G = 255;
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clr.B = 255;
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clr.A = 255;
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if( Instigator.Region.Zone.bDistanceFog )
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{
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fog = Instigator.Region.Zone.DistanceFogColor;
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val = 0;
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val = Max( val, fog.R);
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val = Max( val, fog.G);
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val = Max( val, fog.B);
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if( val > 128 )
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{
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val -= 128;
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clr.R -= val;
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clr.G -= val;
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clr.B -= val;
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}
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}
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c.DrawColor = clr;
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}
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defaultproperties
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{
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ReloadShortAnim="Reload"
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ReloadShortRate=2.050000
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MagCapacity=20
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ReloadRate=3.500000
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ReloadAnim="Reload"
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ReloadAnimRate=1.100000
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WeaponReloadAnim="Reload_AK47"
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Weight=7.000000
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bHasAimingMode=True
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IdleAimAnim="Iron_Idle"
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StandardDisplayFOV=65.000000
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bModeZeroCanDryFire=True
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SleeveNum=3
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TraderInfoTexture=Texture'ScrnWeaponPack_T.Val.ValDT_Trader'
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bIsTier2Weapon=True
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MeshRef="ScrnWeaponPack_A.ValDTmesh"
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SkinRefs(0)="ScrnWeaponPack_T.Val.wpn_vss_cmb"
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SkinRefs(1)="ScrnWeaponPack_T.Val.newvss_cmb"
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SkinRefs(2)="ScrnWeaponPack_T.VAL.wpn_bullet1_545"
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SkinRefs(3)="KF_Weapons2_Trip_T.hands.BritishPara_Hands_1st_P"
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SelectSoundRef="KF_PumpSGSnd.SG_Select"
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HudImageRef="ScrnWeaponPack_T.VAL.ValDT_unselected"
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SelectedHudImageRef="ScrnWeaponPack_T.VAL.ValDT_selected"
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PlayerIronSightFOV=65.000000
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ZoomedDisplayFOV=32.000000
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FireModeClass(0)=Class'ScrnWeaponPack.VALDTFire'
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FireModeClass(1)=Class'KFMod.NoFire'
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PutDownAnim="PutDown"
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SelectForce="SwitchToAssaultRifle"
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AIRating=0.550000
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CurrentRating=0.550000
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bShowChargingBar=True
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Description="The AS VAL (Avtomat Specialnyj Val or Special Automatic Rifle, code name: 'Shaft') is a Soviet designed assault rifle featuring an integrated suppressor. It was developed during the late 1980s by TsNIITochMash (Central Institute for Precision Machine Building) and is used by Russian Spetsnaz special forces and the MVD, FSB and select units of the Russian Army."
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EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
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DisplayFOV=65.000000
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Priority=135
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CustomCrosshair=11
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CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
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InventoryGroup=3
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GroupOffset=7
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PickupClass=Class'ScrnWeaponPack.VALDTPickup'
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PlayerViewOffset=(X=10.000000,Y=10.000000,Z=-5.000000)
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BobDamping=5.000000
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AttachmentClass=Class'ScrnWeaponPack.VALDTAttachment'
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IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
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ItemName="AS 'VAL' SE"
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TransientSoundVolume=1.250000
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}
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