WeaponData { // General "printname" "#WPN_SHIFTER" "shortprintname" "#WPN_SHIFTER" "description" "#WPN_SHIFTER_DESC" "longdesc" "#WPN_SHIFTER_LONGDESC" "menu_icon" "rui/pilot_loadout/tactical/pilot_tactical_phase_shift" "hud_icon" "rui/pilot_loadout/tactical/pilot_tactical_phase_shift" "weaponClass" "human" "fire_mode" "offhand" "offhand_default_inventory_slot" "1" //"offhand_interupts_weapon_anims" "1" "offhand_hold_enabled" "0" "Offhand_toss" "1" "toss_pullout_time" "0.1" "toss_time" "0.8" "toss_overhead_time" "0.8" "instant_swap_to" "1" "OnWeaponTossPrep" "MpAbilityShifterWeapon_OnWeaponTossPrep" "OnWeaponTossReleaseAnimEvent" "OnWeaponPrimaryAttack_shifter" "OnWeaponPrimaryAttack" "OnWeaponPrimaryAttack_shifter" // Models "viewmodel" "models/weapons/empty_handed/ptpov_phaseshift_device.mdl" "playermodel" "models/weapons/empty_handed/w_empty_handed_human.mdl" "projectilemodel" "models/dev/empty_model.mdl" "leveled_pickup" "1" "dev_menu_type" "offhand" // fire_mode isn't readable from script "offhand_keep_primary_in_hand" "1" // Sounds "sound_dryfire" "coop_sentrygun_deploymentdeniedbeep" "battle_chatter_event" "bc_pPhase" "sound_weapon_ready" "HUD_kit_meter_replenished_1P" "zoom_effects" "0" // Regen Ammo "regen_ammo_refill_start_delay" "0.0" "ammo_suck_behavior" "offhand_weapons" // Damage "damage_type" "none" "explosion_damage_heavy_armor" "0" "damage_near_distance" "0" "damage_far_distance" "0" "damage_near_value" "0" "damage_far_value" "0" // Rumble "rumble" "-1" // Behavior "fire_rate" "15.0" "fire_anim_rate" "1.0" "holster_time" "0.1" "deploy_time" "0.1" "lower_time" "0.1" "raise_time" "0.1" "allow_empty_fire" "0" "reload_enabled" "0" "empty_reload_only" "0" "allow_empty_click" "0" "trigger_snipercam" "0" "allow_headshots" "0" "breaks_cloak" "0" "primary_fire_does_not_block_sprint" "1" "aimassist_disable_hipfire" "1" "aimassist_disable_ads" "1" "cooldown_type" "ammo_instant" MP_BASE { "ammo_clip_size" "200" "ammo_default_total" "200" "ammo_display" "bar" "ammo_min_to_fire" "200" "ammo_per_shot" "200" "ammo_stockpile_max" "200" "fire_duration" "2" "regen_ammo_refill_rate" "13.333" "enable_highlight_networking_on_creation" "" } SP_BASE { "ammo_clip_size" "200" "ammo_default_total" "200" "ammo_display" "bar" "ammo_min_to_fire" "200" "ammo_per_shot" "200" "ammo_stockpile_max" "200" "fire_duration" "3" "regen_ammo_refill_rate" "10" "enable_highlight_networking_on_creation" "1" } Mods { pas_power_cell { "regen_ammo_refill_rate" "*1.35" } dev_mod_low_recharge { "fire_rate" "*20" } long_last_shifter { "fire_duration" "*2.0" } short_shift { "fire_duration" "*0.375" } sp_shift { "fire_duration" "*1.0" "fire_rate" "0.05" } spree_lvl1_shifter { } spree_lvl2_shifter { } spree_lvl3_shifter { "fire_rate" "*2.25" } pm0 { "offhand_hold_enabled" "1" "fire_rate" "5" "fire_duration" "0.2" "toss_time" "0.4" "toss_overhead_time" "0.4" "ammo_min_to_fire" "200" "ammo_per_shot" "200" "regen_ammo_refill_rate" "20" } pm1 { "offhand_hold_enabled" "1" "fire_rate" "5" "fire_duration" "0.2" "toss_time" "0.4" "toss_overhead_time" "0.4" "ammo_min_to_fire" "200" "ammo_per_shot" "200" "regen_ammo_refill_rate" "20" } pm2 { "offhand_hold_enabled" "1" "fire_rate" "5" "fire_duration" "0.2" "toss_time" "0.4" "toss_overhead_time" "0.4" "ammo_min_to_fire" "200" "ammo_per_shot" "200" "regen_ammo_refill_rate" "20" // "impulse_force" "50000" "explosion_damage" "200" "explosion_damage_heavy_armor" "500" "explosion_inner_radius" "150" "explosionradius" "500" custom_float_0 1.5 // CHARGE TIME } amped_tacticals { "ammo_min_to_fire" "100" "ammo_per_shot" "100" } all_phase { "ammo_min_to_fire" "100" "ammo_per_shot" "100" "regen_ammo_refill_rate" "10" } } active_crosshair_count "2" rui_crosshair_index "0" "ordnance_crosshair_always_on_start_index" "1" RUI_CrosshairData { DefaultArgs { crosshairMovementX crosshair_movement_x crosshairMovementY crosshair_movement_y } Crosshair_1 { "ui" "ui/crosshair_phase_charge" "base_spread" "0.0" Args { teamColor crosshair_team_color isFiring weapon_is_firing chargeStartTime weapon_script_time_0 chargeMaxTime eWeaponVar.custom_float_0 } } Crosshair_2 { "ui" "ui/crosshair_tactical" Args { ammoFrac "progress_weapon_clip_ammo_frac" dryfireTime "weapon_latest_dryfire_time" } } } }