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-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ==========
UndefineClass('AKSU')
DefineClass.AKSU = {
__parents = { "SubmachineGun" },
__generated_by_class = "InventoryItemCompositeDef",
object_class = "SubmachineGun",
ScrapParts = 10,
RepairCost = 50,
Reliability = 80,
Icon = "UI/Icons/Weapons/AKSU",
DisplayName = T(128744593633, --[[InventoryItemCompositeDef AKSU DisplayName]] "AK-SU"),
DisplayNamePlural = T(897934363658, --[[InventoryItemCompositeDef AKSU DisplayNamePlural]] "AK-SUs"),
Description = T(371210514910, --[[InventoryItemCompositeDef AKSU Description]] "Short versions of the AK-74 intended for Spec Ops and vehicle crew personal defense. It needed a custom gas block and muzzle booster to work properly. Americans call it Krinkov but Russians have a more intimate nickname - Ksyukha or sometimes Suchka. And yes, there is a thigh holster for it. "),
AdditionalHint = T(293511122593, --[[InventoryItemCompositeDef AKSU AdditionalHint]] "<bullet_point> High damage"),
LargeItem = 1,
UnitStat = "Marksmanship",
Valuable = 1,
Cost = 4250,
CanAppearInShop = true,
Tier = 2,
CategoryPair = "SubmachineGuns",
Caliber = "762WP",
Damage = 20,
CritChanceScaled = 20,
MagazineSize = 30,
PenetrationClass = 2,
PointBlankBonus = 1,
OverwatchAngle = 1440,
Noise = 15,
HandSlot = "TwoHanded",
Entity = "Weapon_AKS74U",
ComponentSlots = {
PlaceObj('WeaponComponentSlot', {
'SlotType', "Barrel",
'Modifiable', false,
'AvailableComponents', {
"BarrelNormal",
},
'DefaultComponent', "BarrelNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Handguard",
'AvailableComponents', {
"AKSU_Hanguard_Basic",
"AKSU_VerticalGrip",
},
'DefaultComponent', "AKSU_Hanguard_Basic",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Magazine",
'AvailableComponents', {
"MagNormal",
"MagNormalFine",
"MagLarge",
"MagQuick",
"MagLargeFine",
},
'DefaultComponent', "MagNormal",
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Side",
'CanBeEmpty', true,
'AvailableComponents', {
"Flashlight",
"LaserDot",
"FlashlightDot",
"UVDot",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Scope",
'CanBeEmpty', true,
'AvailableComponents', {
"LROptics",
"ReflexSight",
"ReflexSightAdvanced",
"ScopeCOG",
"ScopeCOGQuick",
"ThermalScope",
},
}),
PlaceObj('WeaponComponentSlot', {
'SlotType', "Muzzle",
'AvailableComponents', {
"Compensator",
"MuzzleBooster",
"Suppressor",
"ImprovisedSuppressor",
},
'DefaultComponent', "MuzzleBooster",
}),
},
HolsterSlot = "Shoulder",
AvailableAttacks = {
"BurstFire",
"AutoFire",
"SingleShot",
"RunAndGun",
"CancelShot",
},
ShootAP = 5000,
ReloadAP = 3000,
}