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-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ==========
UndefineClass('AK47')
DefineClass.AK47 = {
__parents = { "AssaultRifle" },
__generated_by_class = "InventoryItemCompositeDef",
object_class = "AssaultRifle",
ScrapParts = 10,
RepairCost = 20,
Reliability = 95,
Icon = "UI/Icons/Weapons/AK47",
DisplayName = T(101568253371, --[[InventoryItemCompositeDef AK47 DisplayName]] "AK-47"),
DisplayNamePlural = T(111814495795, --[[InventoryItemCompositeDef AK47 DisplayNamePlural]] "AK-47s"),
Description = T(588371049645, --[[InventoryItemCompositeDef AK47 Description]] "You should not be surprised to find an AK-47 anywhere there is conflict around the world. Simple to use, reliable and dirt cheap. Over 75 million are in circulation worldwide."),
AdditionalHint = T(973499072074, --[[InventoryItemCompositeDef AK47 AdditionalHint]] "<bullet_point> Slower Condition loss"),
LargeItem = 1,
UnitStat = "Marksmanship",
Cost = 1500,
CanAppearInShop = true,
MaxStock = 5,
RestockWeight = 150,
CategoryPair = "AssaultRifles",
Caliber = "762WP",
Damage = 20,
MagazineSize = 30,
PenetrationClass = 2,
WeaponRange = 24,
OverwatchAngle = 1440,
HandSlot = "TwoHanded",
Entity = "Weapon_AK47",
ComponentSlots = {
PlaceObj('WeaponComponentSlot', {
'SlotType', "Bipod",
'CanBeEmpty', true,
'AvailableComponents', {
"Bipod",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Grenadelauncher",
'CanBeEmpty', true,
'AvailableComponents', {
"AK47_Launcher",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Stock",
'AvailableComponents', {
"StockNormal",
"StockLight",
},
'DefaultComponent', "StockNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Magazine",
'AvailableComponents', {
"MagNormal",
"MagLarge",
"MagQuick",
},
'DefaultComponent', "MagNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Handguard",
'AvailableComponents', {
"AK47_VerticalGrip",
"AK47_Handguard_basic",
},
'DefaultComponent', "AK47_Handguard_basic",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Scope",
'CanBeEmpty', true,
'AvailableComponents', {
"LROptics",
"ReflexSight",
"ScopeCOG",
"ThermalScope",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Muzzle",
'CanBeEmpty', true,
'AvailableComponents', {
"Compensator",
"MuzzleBooster",
"Suppressor",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Side",
'CanBeEmpty', true,
'AvailableComponents', {
"Flashlight",
"FlashlightDot",
"LaserDot",
},
}),
},
HolsterSlot = "Shoulder",
AvailableAttacks = {
"BurstFire",
"AutoFire",
"SingleShot",
"CancelShot",
},
ShootAP = 6000,
ReloadAP = 3000,
}