-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ========== UndefineClass('DebugAuto') DefineClass.DebugAuto = { __parents = { "AssaultRifle" }, __generated_by_class = "InventoryItemCompositeDef", object_class = "AssaultRifle", ScrapParts = 10, RepairCost = 20, Reliability = 95, Icon = "UI/Icons/Weapons/AK47", DisplayName = T(396889236298, --[[InventoryItemCompositeDef DebugAuto DisplayName]] "Debug Gun"), DisplayNamePlural = T(343215376565, --[[InventoryItemCompositeDef DebugAuto DisplayNamePlural]] "Debug Guns"), LargeItem = 1, Cost = 800, RestockWeight = 0, Caliber = "762WP", Damage = 10, 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", "StockBump", "StockHeavy", }, 'DefaultComponent', "StockNormal", }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Magazine", 'AvailableComponents', { "MagNormal", "MagLarge", "MagQuick", "MagNormalFine", "MagLargeFine", }, 'DefaultComponent', "MagNormal", }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Handguard", 'AvailableComponents', { "AK47_VerticalGrip", "AK47_Handguard_basic", "AK47_TacGrip", }, 'DefaultComponent', "AK47_Handguard_basic", }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Scope", 'CanBeEmpty', true, 'AvailableComponents', { "LROptics", "ReflexSight", "ScopeCOG", "ThermalScope", "ImprovedIronsight", "LROpticsAdvanced", "ReflexSightAdvanced", "ScopeCOGQuick", }, }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Muzzle", 'CanBeEmpty', true, 'AvailableComponents', { "Compensator", "MuzzleBooster", "Suppressor", }, }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Side", 'CanBeEmpty', true, 'AvailableComponents', { "Flashlight", "FlashlightDot", "LaserDot", "UVDot", }, }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Barrel", 'AvailableComponents', { "BarrelHeavy", "BarrelLong", "BarrelLongImproved", "BarrelNormal", "BarrelNormalImproved", "BarrelShort", }, }), }, AvailableAttacks = { "BurstFire", "SingleShot", "AutoFire", }, ShootAP = 6000, ReloadAP = 3000, }