572 lines
10 KiB
Text
572 lines
10 KiB
Text
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#name "turretweapon"
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#dll "all" "weapon"
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#target_dir "weapons/sp/" // target location 1 (single-player)
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#target_dir "weapons/mp/" // target location 2 (multi-player)
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#target_dir "xmodel/"
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#target_dir ""
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#target_dir "xanim/"
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#file_ext "*"
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#version 24
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// This tells the configstring converter what the file type identifier should be
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string "WEAPONFILE" configstringFileType
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// This uses the config string convert's multi-target folder
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// mechanism to make the weapon either a single-player weapon
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// or a multi-player weapon.
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// The first character is used to specify which target folder to go in
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enum { "1: Single-Player", "2: Multi-Player" } targetFolder
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string "none" projectileTrail
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enum { "turret" } weaponClass
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enum { "bullet", "projectile" } weaponType
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enum { "stand", "prone", "duck" } stance
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enum { "none", "bullet_small", "bullet_large", "bullet_ap", "shotgun", "grenade_bounce", "grenade_explode", "rocket_explode", "projectile_dud" } impactType
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enum { "none", "small", "medium", "large" } penetrateType
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enum { "primary" } inventoryType
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enum { "Full Auto", "Single Shot" } fireType
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string adsOverlayShader
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int 320 1 640 adsOverlayWidth
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int 240 1 480 adsOverlayHeight
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enum { "none", "Turret Scope" } adsOverlayInterface
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int 1 0 1 projImpactExplode
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int 600 0 10000 projectileSpeed
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int 300 0 10000 explosionRadius
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int 10 0 10000 explosionInnerDamage
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int 10 0 10000 explosionOuterDamage
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float 180 0 180 damageConeAngle
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string script
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int 30 0 1000 damage
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int 30 0 1000 playerDamage
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int 30 0 1000 minDamage
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int 30 0 1000 minPlayerDamage
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float 15000 1 15000 maxDamageRange
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float 16000 1 16000 minDamageRange
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float 1600 0 10000 enemyCrosshairRange
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float 1600 0 8000 autoAimRange
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float 3200 0 8000 aimAssistRange
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float 3200 0 8000 aimAssistRangeAds
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int 115 0 360 leftArc
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int 115 0 360 rightArc
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int 90 0 360 topArc
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int 90 0 360 bottomArc
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int 0 0 360 grabarc
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float 1 0 1 accuracy
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float 2 0 180 aiSpread
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float 1 0 180 playerSpread
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float 0.05 0.0 10.0 fireTime
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int 20 0 180 animHorRotateInc
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int 5 1 720 minHorTurnSpeed
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int 5 1 720 minVertTurnSpeed
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int 360 1 720 maxHorTurnSpeed
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int 360 1 720 maxVertTurnSpeed
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int 100 1 720 horTurnSpeed
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int 100 1 720 vertTurnSpeed
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float 0.3 0 60 pitchConvergenceTime
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float 2 0 60 yawConvergenceTime
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float 2 0 60 suppressionTime
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float 0 0 1000000 maxRange
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float 0.5 0 5 horizViewJitter
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float 0.5 0 5 vertViewJitter
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int 0 0 1 rifleBullet
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int 0 0 1 armorPiercing
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string fireSound
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string fireSoundPlayer
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string loopFireSound
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string loopFireSoundPlayer
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string stopFireSound
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string stopFireSoundPlayer
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string viewFlashEffect
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string worldFlashEffect
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string reticleCenter
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int 32 1 480 reticleCenterSize
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string idleAnim
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string fireAnim
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float 46 1 128 playerPositionDist
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string hudIcon
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string killIcon
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enum { "4:1", "1:1", "2:1" } hudIconRatio
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enum { "4:1", "1:1", "2:1" } killIconRatio
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int 1 0 1 flipKillIcon
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string useHintString
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string dropHintString
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keyenum("rumble.gdf") fireRumble
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float 0 0 100 adsDofStart
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float 0 0 100 adsDofEnd
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vcontainer
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{
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scrollbox(targetFolder)
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[
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exec
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{
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width(300)
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}
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]
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scrollbox(stance)
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[
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exec
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{
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width(300)
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}
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]
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scrollbox(weaponType)
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[
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exec
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{
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width(300)
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}
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]
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scrollbox(impactType)
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[
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exec
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{
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width(300)
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label("Impact type")
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tooltip("The impact type, used to play impact effects based on surfacetype")
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}
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]
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scrollbox(penetrateType)
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[
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exec
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{
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label("Penetration")
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tooltip("Type of bullet penetration.")
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}
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]
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scrollbox(fireType)
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[
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exec
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{
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width(300)
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label("Fire Type")
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tooltip("Behavior of the weapon when the trigger is held down.")
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}
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]
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////////////////////////////////////////
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// Aim Assist
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////////////////////////////////////////
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vcontainer
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{
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floatedit(autoAimRange, 1, 100)
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[
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exec
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{
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label("Auto Aim Range")
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tooltip("(Console only.) The range in world units up to which entering ADS will lock-on to enemies. (1 world unit = 1 inch)")
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}
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]
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hcontainer
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{
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floatedit(aimAssistRange, 1, 100)
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[
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exec
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{
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label("Aim Assist Range")
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tooltip("(Console only.) The range in world units up to which the crosshair will stick to targets. (1 world unit = 1 inch)")
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}
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]
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floatedit(aimAssistRangeAds, 1, 100)
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[
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exec
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{
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label("Aim Assist Range ADS")
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tooltip("(Console only.) The range in world units up to which the crosshair will stick to targets in ADS. (1 world unit = 1 inch)")
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width(260)
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labelwidth(160)
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}
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]
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}
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}
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[
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exec
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{
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groupBox("Aim Assist (Console only)")
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}
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]
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spinedit(damage, 1, 10)
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[
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exec
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{
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tooltip("The maximum amount of per-bullet damage done to anything other than the player at maxDamageRange.")
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}
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]
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spinedit(playerDamage, 1, 10)
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[
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exec
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{
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tooltip("The maximum amount of per-bullet damage done only to the player at maxDamageRange.")
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}
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]
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spinedit(minDamage, 1, 10)
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[
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exec
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{
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tooltip("The minimum amount of per-bullet damage done to anything other than the player at minDamageRange.")
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}
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]
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spinedit(minPlayerDamage, 1, 10)
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[
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exec
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{
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tooltip("The minimum amount of per-bullet damage done only to the player at minDamageRange.")
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}
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]
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floatedit(maxDamageRange, 120, 8000)
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[
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exec
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{
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tooltip("Distance specified in world units. 1 world unit = 1 inch.")
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}
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]
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floatedit(minDamageRange, 120, 8000)
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[
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exec
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{
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tooltip("Distance specified in world units. 1 world unit = 1 inch.")
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}
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]
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floatedit(enemyCrosshairRange, 1, 100)
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[
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exec
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{
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label("Enemy Crosshair Range")
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tooltip("The range in world units at which an enemy will change your crosshair color. (1 world unit = 1 inch)")
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width(280)
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labelwidth(180)
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}
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]
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spinedit(projectileSpeed, 10, 100)
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spinedit(explosionRadius, 10, 50)
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spinedit(explosionInnerDamage, 1, 10)
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[
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exec
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{
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width(300)
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labelwidth(160)
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}
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]
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spinedit(explosionOuterDamage, 1, 10)
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[
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exec
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{
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width(300)
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labelwidth(160)
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}
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]
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spinedit(leftArc, 1, 10)
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spinedit(rightArc, 1, 10)
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spinedit(topArc, 1, 10)
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spinedit(bottomArc, 1, 10)
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floatedit(accuracy, 0.1, 0.2)
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[
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exec
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{
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tooltip("The probability between 0 and 1 that for any bullet the AI will aim at the player")
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}
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]
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floatedit(aiSpread, 0.1, 0.2)
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[
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exec
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{
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label("ai spread")
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width(270)
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tooltip("The bullet spread in degrees when the gun is used by AI")
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}
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]
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floatedit(playerSpread, 0.1, 0.2)
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[
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exec
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{
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label("player spread")
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width(270)
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tooltip("The bullet spread in degrees when the gun is used by the player")
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}
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]
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floatedit(fireTime, 0.05, 0.2)
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spinedit(animHorRotateInc, 1, 10)
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spinedit(minHorTurnSpeed, 1, 10)
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spinedit(minVertTurnSpeed, 1, 10)
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spinedit(maxHorTurnSpeed, 1, 10)
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spinedit(maxVertTurnSpeed, 1, 10)
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floatedit(pitchConvergenceTime, 0.1, 1)
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floatedit(yawConvergenceTime, 0.1, 1)
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floatedit(suppressionTime, 0.1, 1)
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floatedit(maxRange, 1, 10)
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floatedit(horizViewJitter, 0.1, 1)
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floatedit(vertViewJitter, 0.1, 1)
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edit(script)
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checkbox(rifleBullet)
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checkbox(armorPiercing)
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checkbox(projImpactExplode)
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edit(fireSound)
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edit(fireSoundPlayer)
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[
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exec
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{
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label("fire (Player)")
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}
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]
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edit(loopFireSound)
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edit(loopFireSoundPlayer)
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[
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exec
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{
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label("loopFire (Player)")
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}
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]
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edit(stopFireSound)
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edit(stopFireSoundPlayer)
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[
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exec
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{
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label("stopFire (Player)")
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}
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]
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fileedit(viewFlashEffect)
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[
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exec
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{
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reldir("raw/")
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}
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]
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fileedit(worldFlashEffect)
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[
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exec
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{
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reldir("raw/")
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}
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]
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fileedit(reticleCenter)
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[
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exec
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{
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reldir("raw/")
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}
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]
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spinedit(reticleCenterSize, 1, 2)
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fileedit(idleAnim)
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[
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exec
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{
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reldir("raw/xanim/")
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width(500)
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}
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]
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fileedit(fireAnim)
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[
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exec
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{
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reldir("raw/xanim/")
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width(500)
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}
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]
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floatedit(playerPositionDist, 1, 10)
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////////////////////////////////////////
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// UI
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////////////////////////////////////////
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vcontainer
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{
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hcontainer
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{
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fileedit(hudIcon)
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[
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exec
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{
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label("Hud Icon")
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reldir("raw/")
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width(450)
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labelwidth(130)
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}
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]
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scrollbox(hudIconRatio)
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[
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exec
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{
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label(" Aspect:")
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width(110)
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labelwidth(60)
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}
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]
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}
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hcontainer
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{
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fileedit(killIcon)
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[
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exec
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{
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label("Kill Icon")
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reldir("raw/")
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width(450)
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labelwidth(130)
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}
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]
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scrollbox(killIconRatio)
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[
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exec
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{
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label(" Aspect:")
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width(110)
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labelwidth(60)
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}
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]
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checkbox(flipKillIcon)
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[
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exec
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{
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label(" Flip:")
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tooltip("Used for weapons that need to have their kill icon horizontally flipped before displaying. (For MP obituaries).")
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lefttext()
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width(65)
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labelwidth(40)
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}
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]
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}
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edit(useHintString)
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edit(dropHintString)
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}
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[
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exec
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{
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groupBox("User Interface")
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}
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]
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scrollbox(fireRumble)
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[
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exec
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{
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width(500)
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}
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]
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////////////////////////////////////////
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// Depth of Field Settings
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////////////////////////////////////////
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vcontainer
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{
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hcontainer
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{
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floatedit(adsDofStart, 0.1, 0.5)
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[
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exec
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{
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label("ADS Start")
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}
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]
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floatedit(adsDofEnd, 0.1, 0.5)
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[
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exec
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{
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label("ADS End")
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}
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]
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}
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}
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[
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exec
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{
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groupBox("Depth of Field Settings")
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}
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]
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////////////////////////////////////////
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// ADS Overlay Settings
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////////////////////////////////////////
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vcontainer
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{
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edit(adsOverlayShader)
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[
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exec
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||
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{
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||
|
label("Shader")
|
||
|
tooltip("Overlay for sniper rifles in ADS. Uses a quarter circle image to construct a full scope view.")
|
||
|
width(500)
|
||
|
}
|
||
|
]
|
||
|
|
||
|
scrollbox(adsOverlayInterface)
|
||
|
[
|
||
|
exec
|
||
|
{
|
||
|
label("Interface")
|
||
|
tooltip("Interactive Interface for Overlay")
|
||
|
}
|
||
|
]
|
||
|
|
||
|
hcontainer
|
||
|
{
|
||
|
spinedit(adsOverlayWidth, 1, 10)
|
||
|
[
|
||
|
exec
|
||
|
{
|
||
|
label("Width")
|
||
|
}
|
||
|
]
|
||
|
|
||
|
spinedit(adsOverlayHeight, 1, 10)
|
||
|
[
|
||
|
exec
|
||
|
{
|
||
|
label("Height")
|
||
|
}
|
||
|
]
|
||
|
}
|
||
|
}
|
||
|
[
|
||
|
exec
|
||
|
{
|
||
|
groupBox("ADS Overlay Settings")
|
||
|
}
|
||
|
]
|
||
|
|
||
|
}
|
||
|
|