-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ========== UndefineClass('DoubleBarrelShotgun') DefineClass.DoubleBarrelShotgun = { __parents = { "Shotgun" }, __generated_by_class = "InventoryItemCompositeDef", object_class = "Shotgun", ScrapParts = 8, RepairCost = 50, Reliability = 50, Icon = "UI/Icons/Weapons/Double-barrelled Shotgun", DisplayName = T(354097123587, --[[InventoryItemCompositeDef DoubleBarrelShotgun DisplayName]] "Double-Barrel"), DisplayNamePlural = T(178360690641, --[[InventoryItemCompositeDef DoubleBarrelShotgun DisplayNamePlural]] "Double-Barrels"), Description = T(563332952231, --[[InventoryItemCompositeDef DoubleBarrelShotgun Description]] "A simple hunting weapon. Fancier combat shotguns can shoot semi and fully automatic but only the double-barrel can shoot two shells at once. "), AdditionalHint = T(345329597555, --[[InventoryItemCompositeDef DoubleBarrelShotgun AdditionalHint]] " High Crit chance\n Limited ammo capacity\n Greatly decreased bonus from Aiming\n Special firing mode: Double Barrel"), LargeItem = 1, UnitStat = "Marksmanship", Cost = 700, CanAppearInShop = true, MaxStock = 5, RestockWeight = 120, CategoryPair = "Shotguns", Caliber = "12gauge", Damage = 28, ObjDamageMod = 150, AimAccuracy = 1, CritChanceScaled = 30, MagazineSize = 2, WeaponRange = 8, PointBlankBonus = 1, OverwatchAngle = 1200, BuckshotConeAngle = 1200, HandSlot = "TwoHanded", Entity = "Weapon_DBShotgun", ComponentSlots = { PlaceObj('WeaponComponentSlot', { 'SlotType', "Barrel", 'AvailableComponents', { "BarrelLongShotgun", "BarrelNormal", "BarrelShortShotgun", }, 'DefaultComponent', "BarrelNormal", }), }, HolsterSlot = "Shoulder", ModifyRightHandGrip = true, AvailableAttacks = { "Buckshot", "DoubleBarrel", "CancelShotCone", }, ShootAP = 5000, ReloadAP = 3000, }