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