-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ========== UndefineClass('BarretM82') DefineClass.BarretM82 = { __parents = { "SniperRifle" }, __generated_by_class = "InventoryItemCompositeDef", object_class = "SniperRifle", ScrapParts = 16, Reliability = 10, Icon = "UI/Icons/Weapons/M82", DisplayName = T(370732763913, --[[InventoryItemCompositeDef BarretM82 DisplayName]] "M82"), DisplayNamePlural = T(682970362005, --[[InventoryItemCompositeDef BarretM82 DisplayNamePlural]] "M82s"), Description = T(600238639136, --[[InventoryItemCompositeDef BarretM82 Description]] 'The .50 BMG is a heavy machine gun cartridge - hence the name. But place it in a semi auto long range gun and you have a great anti-materiel rifle. Or "shoot through walls" gun. It does need a muzzle break the size of a small shovel to counteract that recoil however. '), AdditionalHint = T(439023780259, --[[InventoryItemCompositeDef BarretM82 AdditionalHint]] " Very high damage\n High attack costs\n Very noisy\n Cumbersome (no Free Move)"), LargeItem = 1, Cumbersome = 1, UnitStat = "Marksmanship", Valuable = 1, Cost = 11000, CanAppearInShop = true, Tier = 3, CategoryPair = "Rifles", Caliber = "50BMG", Damage = 60, AimAccuracy = 5, CritChanceScaled = 20, MagazineSize = 5, PenetrationClass = 3, WeaponRange = 40, OverwatchAngle = 360, Noise = 30, HandSlot = "TwoHanded", Entity = "Weapon_BarrettM82", ComponentSlots = { PlaceObj('WeaponComponentSlot', { 'SlotType', "Bipod", 'AvailableComponents', { "Bipod", }, 'DefaultComponent', "Bipod", }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Magazine", 'AvailableComponents', { "MagNormal", "MagLarge", }, 'DefaultComponent', "MagNormal", }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Scope", 'CanBeEmpty', true, 'AvailableComponents', { "LROptics", "ScopeCOG", "ScopeCOGQuick", "ThermalScope", "LROpticsAdvanced", "ImprovedIronsight", }, }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Muzzle", 'AvailableComponents', { "Compensator", "Suppressor", }, 'DefaultComponent', "Compensator", }), }, HolsterSlot = "Shoulder", PreparedAttackType = "Both", AvailableAttacks = { "SingleShot", "CancelShot", }, ShootAP = 10000, ReloadAP = 3000, }