Apply dirty patch (messed up line endings)
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12d95e387e
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30 changed files with 1354 additions and 714 deletions
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@ -1,62 +1,95 @@
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class NiceVetFieldMedic extends NiceVeterancyTypes
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abstract;
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static function AddCustomStats(ClientPerkRepLink Other){
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Other.AddCustomValue(Class'NiceVetFieldMedicExp');
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}
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static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum){
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return StatOther.GetCustomValueInt(Class'NiceVetFieldMedicExp');
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}
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static function array<int> GetProgressArray(byte ReqNum, optional out int DoubleScalingBase){
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return default.progressArray0;
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}
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// Allows to increase head-shot check scale for some weapons.
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static function float GetHeadshotCheckMultiplier(KFPlayerReplicationInfo KFPRI, class<DamageType> DmgType){
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if(KFPRI != none && class'NiceVetFieldMedic'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillMedicAimAssistance'))
return class'NiceSkillMedicAimAssistance'.default.headIncrease;
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return 1.0;
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}
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// Give Medic normal hand nades again - he should buy medic nade lauchers for healing nades
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static function class<Grenade> GetNadeType(KFPlayerReplicationInfo KFPRI){
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if(KFPRI != none && class'NiceVetFieldMedic'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillMedicArmament'))
return class'NicePack.NiceMedicNade';
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return class'NiceMedicNadePoison';
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}
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static function float GetAmmoPickupMod(KFPlayerReplicationInfo KFPRI, KFAmmunition Other){
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if(other != none && other.class == class'FragAmmo'
&& KFPRI != none && class'NiceVetFieldMedic'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillMedicArmament'))
return 0.0;
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return 1.0;
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}
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//can't cook medic nades
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static function bool CanCookNade(KFPlayerReplicationInfo KFPRI, Weapon Weap){
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return GetNadeType(KFPRI) != class'NicePack.NiceMedicNade';
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}
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static function float GetSyringeChargeRate(KFPlayerReplicationInfo KFPRI){
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return 3.0;
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}
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static function float GetHealPotency(KFPlayerReplicationInfo KFPRI){
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local float potency, debuff;
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potency = 2.0;
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debuff = 0.0;
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if(KFPRI != none && class'NiceVetFieldMedic'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillMedicTranquilizer'))
debuff += class'NiceSkillMedicTranquilizer'.default.healingDebuff;
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potency *= (1.0 - debuff);
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return potency;
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}
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static function float GetFireSpeedModStatic(KFPlayerReplicationInfo KFPRI, class<Weapon> Other){
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if(ClassIsChildOf(Other, class'Syringe'))
return 1.6;
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return 1.0;
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}
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static function float GetMovementSpeedModifier(KFPlayerReplicationInfo KFPRI, KFGameReplicationInfo KFGRI){
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return 1.2;
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}
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static function float SlowingModifier(KFPlayerReplicationInfo KFPRI){
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return 1.5;
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}
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static function float GetCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item){
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local class<NiceWeaponPickup> pickupClass;
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pickupClass = class<NiceWeaponPickup>(Item);
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if(IsPerkedPickup(class<NiceWeaponPickup>(Item)))
return 0.5;
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return 1.0;
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}
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static function string GetCustomLevelInfo(byte Level){
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return default.CustomLevelInfo;
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}
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defaultproperties
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{
SkillGroupA(0)=Class'NicePack.NiceSkillMedicSymbioticHealth'
SkillGroupA(1)=Class'NicePack.NiceSkillMedicArmament'
SkillGroupA(2)=Class'NicePack.NiceSkillMedicAdrenalineShot'
SkillGroupA(3)=Class'NicePack.NiceSkillMedicInjection'
SkillGroupA(4)=Class'NicePack.NiceSkillMedicZEDHeavenCanceller'
SkillGroupB(0)=Class'NicePack.NiceSkillMedicAimAssistance'
SkillGroupB(1)=Class'NicePack.NiceSkillMedicPesticide'
SkillGroupB(2)=Class'NicePack.NiceSkillMedicRegeneration'
SkillGroupB(3)=Class'NicePack.NiceSkillMedicTranquilizer'
SkillGroupB(4)=Class'NicePack.NiceSkillMedicZEDFrenzy'
progressArray0(0)=100
progressArray0(1)=1000
progressArray0(2)=3000
progressArray0(3)=10000
progressArray0(4)=30000
progressArray0(5)=100000
progressArray0(6)=200000
OnHUDIcons(0)=(PerkIcon=Texture'KillingFloorHUD.Perks.Perk_Medic',StarIcon=Texture'KillingFloorHUD.HUD.Hud_Perk_Star',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(1)=(PerkIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Medic_Gold',StarIcon=Texture'KillingFloor2HUD.Perk_Icons.Hud_Perk_Star_Gold',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(2)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Medic_Green',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Green',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(3)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Medic_Blue',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Blue',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(4)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Medic_Purple',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Purple',DrawColor=(B=255,G=255,R=255,A=255))
OnHUDIcons(5)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Medic_Orange',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Orange',DrawColor=(B=255,G=255,R=255,A=255))
CustomLevelInfo="Level up by doing damage with perked weapons|50% discount on everything|100% more potent medical injections|20% faster movement speed|Better Syringe handling"
PerkIndex=0
OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_Medic'
OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Medic_Gold'
VeterancyName="Field Medic"
Requirements(0)="Required experience for the next level: %x"
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}
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class NiceVetFieldMedic extends NiceVeterancyTypes
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abstract;
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static function AddCustomStats(ClientPerkRepLink Other){
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Other.AddCustomValue(Class'NiceVetFieldMedicExp');
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}
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static function int GetStatValueInt(ClientPerkRepLink StatOther, byte ReqNum){
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return StatOther.GetCustomValueInt(Class'NiceVetFieldMedicExp');
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}
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static function array<int> GetProgressArray(byte ReqNum, optional out int DoubleScalingBase){
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return default.progressArray0;
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}
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// Allows to increase head-shot check scale for some weapons.
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static function float GetHeadshotCheckMultiplier(KFPlayerReplicationInfo KFPRI, class<DamageType> DmgType){
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if(KFPRI != none && class'NiceVetFieldMedic'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillMedicAimAssistance'))
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return class'NiceSkillMedicAimAssistance'.default.headIncrease;
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return 1.0;
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}
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// Give Medic normal hand nades again - he should buy medic nade lauchers for healing nades
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static function class<Grenade> GetNadeType(KFPlayerReplicationInfo KFPRI){
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if(KFPRI != none && class'NiceVetFieldMedic'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillMedicArmament'))
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return class'NicePack.NiceMedicNade';
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return class'NiceMedicNadePoison';
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}
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static function float GetAmmoPickupMod(KFPlayerReplicationInfo KFPRI, KFAmmunition Other){
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if(other != none && other.class == class'FragAmmo'
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&& KFPRI != none && class'NiceVetFieldMedic'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillMedicArmament'))
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return 0.0;
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return 1.0;
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}
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//can't cook medic nades
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static function bool CanCookNade(KFPlayerReplicationInfo KFPRI, Weapon Weap){
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return GetNadeType(KFPRI) != class'NicePack.NiceMedicNade';
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}
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static function float GetSyringeChargeRate(KFPlayerReplicationInfo KFPRI){
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return 3.0;
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}
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static function float GetHealPotency(KFPlayerReplicationInfo KFPRI){
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local float potency, debuff;
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potency = 2.0;
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debuff = 0.0;
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if(KFPRI != none && class'NiceVetFieldMedic'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillMedicTranquilizer'))
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debuff += class'NiceSkillMedicTranquilizer'.default.healingDebuff;
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potency *= (1.0 - debuff);
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return potency;
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}
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static function float GetFireSpeedModStatic(KFPlayerReplicationInfo KFPRI, class<Weapon> Other){
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if(ClassIsChildOf(Other, class'Syringe'))
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return 1.6;
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return 1.0;
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}
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static function float GetMovementSpeedModifier(KFPlayerReplicationInfo KFPRI, KFGameReplicationInfo KFGRI){
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return 1.2;
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}
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static function float GetCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item){
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local class<NiceWeaponPickup> pickupClass;
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pickupClass = class<NiceWeaponPickup>(Item);
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if(IsPerkedPickup(class<NiceWeaponPickup>(Item)))
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return 0.5;
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return 1.0;
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}
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static function string GetCustomLevelInfo(byte Level){
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return default.CustomLevelInfo;
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}
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defaultproperties
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{
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SkillGroupA(0)=Class'NicePack.NiceSkillMedicSymbioticHealth'
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SkillGroupA(1)=Class'NicePack.NiceSkillMedicArmament'
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SkillGroupA(2)=Class'NicePack.NiceSkillMedicAdrenalineShot'
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SkillGroupA(3)=Class'NicePack.NiceSkillMedicInjection'
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SkillGroupA(4)=Class'NicePack.NiceSkillMedicZEDHeavenCanceller'
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SkillGroupB(0)=Class'NicePack.NiceSkillMedicAimAssistance'
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SkillGroupB(1)=Class'NicePack.NiceSkillMedicPesticide'
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SkillGroupB(2)=Class'NicePack.NiceSkillMedicRegeneration'
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SkillGroupB(3)=Class'NicePack.NiceSkillMedicTranquilizer'
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SkillGroupB(4)=Class'NicePack.NiceSkillMedicZEDFrenzy'
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progressArray0(0)=100
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progressArray0(1)=1000
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progressArray0(2)=3000
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progressArray0(3)=10000
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progressArray0(4)=30000
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progressArray0(5)=100000
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progressArray0(6)=200000
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OnHUDIcons(0)=(PerkIcon=Texture'KillingFloorHUD.Perks.Perk_Medic',StarIcon=Texture'KillingFloorHUD.HUD.Hud_Perk_Star',DrawColor=(B=255,G=255,R=255,A=255))
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OnHUDIcons(1)=(PerkIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Medic_Gold',StarIcon=Texture'KillingFloor2HUD.Perk_Icons.Hud_Perk_Star_Gold',DrawColor=(B=255,G=255,R=255,A=255))
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OnHUDIcons(2)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Medic_Green',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Green',DrawColor=(B=255,G=255,R=255,A=255))
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OnHUDIcons(3)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Medic_Blue',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Blue',DrawColor=(B=255,G=255,R=255,A=255))
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OnHUDIcons(4)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Medic_Purple',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Purple',DrawColor=(B=255,G=255,R=255,A=255))
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OnHUDIcons(5)=(PerkIcon=Texture'ScrnTex.Perks.Perk_Medic_Orange',StarIcon=Texture'ScrnTex.Perks.Hud_Perk_Star_Orange',DrawColor=(B=255,G=255,R=255,A=255))
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CustomLevelInfo="Level up by doing damage with perked weapons|50% discount on everything|100% more potent medical injections|20% faster movement speed|Better Syringe handling"
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PerkIndex=0
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OnHUDIcon=Texture'KillingFloorHUD.Perks.Perk_Medic'
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OnHUDGoldIcon=Texture'KillingFloor2HUD.Perk_Icons.Perk_Medic_Gold'
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VeterancyName="Field Medic"
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Requirements(0)="Required experience for the next level: %x"
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}
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