-- ========== 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]] " 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, }