-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ========== UndefineClass('FAMAS') DefineClass.FAMAS = { __parents = { "AssaultRifle" }, __generated_by_class = "InventoryItemCompositeDef", object_class = "AssaultRifle", ScrapParts = 10, Reliability = 70, Icon = "UI/Icons/Weapons/FAMAS", DisplayName = T(535915752603, --[[InventoryItemCompositeDef FAMAS DisplayName]] "FAMAS"), DisplayNamePlural = T(468242262916, --[[InventoryItemCompositeDef FAMAS DisplayNamePlural]] "FAMAS's"), Description = T(782243912175, --[[InventoryItemCompositeDef FAMAS Description]] "Bullpup design with utility and ergonomics in mind. The magazines were designed to be single-use and disposable. But no design survives contact with reality - soldiers started reusing them and running into all sorts of problems. A durable mag was later introduced. "), AdditionalHint = T(313092155901, --[[InventoryItemCompositeDef FAMAS AdditionalHint]] " Low damage\n Increased bonus from Aiming\n Low attack costs\n Increased Reload cost\n Less noisy"), LargeItem = 1, UnitStat = "Marksmanship", Cost = 2500, CanAppearInShop = true, CategoryPair = "AssaultRifles", Caliber = "556", Damage = 16, AimAccuracy = 4, MagazineSize = 25, PenetrationClass = 2, WeaponRange = 24, OverwatchAngle = 1440, Noise = 10, HandSlot = "TwoHanded", Entity = "Weapon_FAMAS", ComponentSlots = { PlaceObj('WeaponComponentSlot', { 'SlotType', "Under", 'CanBeEmpty', true, 'AvailableComponents', { "VerticalGrip", }, }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Bipod", 'CanBeEmpty', true, 'AvailableComponents', { "Bipod", }, }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Side", 'CanBeEmpty', true, 'AvailableComponents', { "Flashlight", "LaserDot", "FlashlightDot", }, }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Scope", 'CanBeEmpty', true, 'AvailableComponents', { "LROptics", "ReflexSight", "ScopeCOGQuick", "ScopeCOG", "ThermalScope", }, }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Muzzle", 'AvailableComponents', { "Compensator", "Suppressor", "ImprovisedSuppressor", }, 'DefaultComponent', "Compensator", }), PlaceObj('WeaponComponentSlot', { 'SlotType', "Magazine", 'Modifiable', false, 'CanBeEmpty', true, 'AvailableComponents', { "MagNormal", }, 'DefaultComponent', "MagNormal", }), }, HolsterSlot = "Shoulder", AvailableAttacks = { "BurstFire", "AutoFire", "SingleShot", "CancelShot", }, ShootAP = 5000, ReloadAP = 4000, }