714 lines
19 KiB
Modula-2
714 lines
19 KiB
Modula-2
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#include <def/players/player_includes.include>
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//=============================================================================
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//== GDF WEAPON PACKAGES ======================================================
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//=============================================================================
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itemPackageDef package/weapons/law {
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item "inventory/weapons/law"
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}
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itemPackageDef package/weapons/gpmg {
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item "inventory/weapons/gpmg"
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}
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itemPackageDef package/weapons/sniperrifle {
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item "inventory/weapons/sniperrifle"
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}
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itemPackageDef package/weapons/machinepistol {
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item "inventory/weapons/machinepistol"
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}
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itemPackageDef package/weapons/machinepistol/silenced {
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item "inventory/weapons/machinepistol/silenced"
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}
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itemPackageDef package/weapons/assaultrifle {
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item "inventory/weapons/assaultrifle"
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}
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itemPackageDef package/weapons/assaultrifle/scoped {
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item "inventory/weapons/assaultrifle/scoped"
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}
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itemPackageDef package/weapons/shotgun {
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item "inventory/weapons/shotgun"
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}
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itemPackageDef package/weapons/none {
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}
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itemPackageDef disguise_gdf {
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item "inventory/weapons/knife/strogg"
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item "inventory/weapons/assaultrifle_dummy"
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}
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//=============================================================================
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//== GDF CLASSES ==============================================================
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//=============================================================================
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itemPackageDef class_soldier {
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item "inventory/weapons/knife"
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item "inventory/weapons/machinepistol"
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{
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require "light_weapons_spawn_level_4 == true"
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item "inventory/weapons/pistol_akimbo"
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}
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item "inventory/weapons/grenades/frag"
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item "inventory/tools/pliers/charge"
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item "inventory/items/he_charge"
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item "inventory/tools/binoculars"
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item "inventory/tools/gdf_parachute"
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consumable ammo assaultrifle 120
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consumable ammo rocketlauncher 10
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consumable ammo gpmg 200
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consumable ammo shotgun 30
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consumable ammo machinepistol 100
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consumable ammo pistol 30
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consumable ammo grenade 2
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consumable ammo infinite 1 // never used
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}
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playerClass soldier {
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info {
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"items" "class_soldier"
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"items_disguised" "disguise_gdf"
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"model" "models/players/gdf/soldier"
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"title" "game/classes/soldier"
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"team" "gdf"
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"mtr_cm_icon" "guis/assets/commandmap/icon_player"
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"mtr_icon_class" "hud/icons/classes/soldier"
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"mtr_icon_friendly_arrow" "hud/icons/player/indicator_team"
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"mtr_icon_enemy_arrow" "hud/icons/player/indicator_enemy"
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"mtr_icon_offscreen" "hud/icons/player/indicator_side"
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"weapon_binocs" "inventory/tools/binoculars"
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"weapon_tool1" "inventory/tools/pliers/charge"
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"weapon_item1" "inventory/items/he_charge"
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"stat_name" "soldier"
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"player_class_num" "1"
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"def_dead_body" "dead_body_gdf"
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"climate_skin_key" "gdf"
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"class_context_cvar" "g_class_context_soldier"
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templates/players/request_icons
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templates/classes/footsteps/gdf
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templates/classes/pain/gdf
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}
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proficiency soldier {
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text "game/proficiency/soldier"
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level 1 {
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text "game/proficiency/soldier/reward1"
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title "game/proficiency/soldier/reward1_title"
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icon "soldier/reward1"
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tooltip "proficiency_upgrade_now"
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sound "sounds/tooltips/upgrade_now_available/info"
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}
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level 2 {
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text "game/proficiency/soldier/reward2"
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title "game/proficiency/soldier/reward2_title"
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icon "soldier/reward2"
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tooltip "proficiency_upgrade_now"
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sound "sounds/tooltips/upgrade_now_available/info"
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}
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level 3 {
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text "game/proficiency/soldier/reward3"
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title "game/proficiency/soldier/reward3_title"
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icon "soldier/reward3"
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tooltip "proficiency_upgrade_now"
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sound "sounds/tooltips/upgrade_now_available/info"
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}
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level 4 {
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text "game/proficiency/soldier/reward4"
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title "game/proficiency/soldier/reward4_title"
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icon "soldier/reward4"
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tooltip "proficiency_upgrade_now"
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sound "sounds/tooltips/upgrade_now_available/info"
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}
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}
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templates/players/common_proficiencies_gdf
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modelData {
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templates/players/skeleton_info
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templates/players/locational_damage_joints
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templates/players/gdf_head_offset
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}
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abilities {
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soldier
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}
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ammoLimits {
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"machinepistol" "100"
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"assaultrifle" "200"
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"shotgun" "50"
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"rocketlauncher" "10"
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"gpmg" "400"
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"grenade" "2"
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"pistol" "50"
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"infinite" "1"
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}
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option {
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"package/weapons/assaultrifle"
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"package/weapons/law"
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"package/weapons/gpmg"
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"package/weapons/shotgun"
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}
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}
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//=============================================================================
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//=============================================================================
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itemPackageDef class_medic {
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item "inventory/weapons/knife"
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{
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require "light_weapons_spawn_level_4 == false"
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item "inventory/weapons/pistol"
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}
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{
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require "light_weapons_spawn_level_4 == true"
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item "inventory/weapons/pistol_akimbo"
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}
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//item "inventory/weapons/assaultrifle"
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item "inventory/weapons/grenades/frag"
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item "inventory/tools/defibrillator"
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item "inventory/items/healthpack"
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item "inventory/weapons/grenades/supply_marker_medic"
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item "inventory/tools/binoculars"
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item "inventory/tools/gdf_parachute"
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consumable ammo assaultrifle 80
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consumable ammo shotgun 20
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consumable ammo pistol 30
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consumable ammo grenade 1
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consumable ammo infinite 1 // never used
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}
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playerClass medic {
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info {
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"items" "class_medic"
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"items_disguised" "disguise_gdf"
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"model" "models/players/gdf/medic"
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"title" "game/classes/medic"
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"team" "gdf"
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"mtr_cm_icon" "guis/assets/commandmap/icon_player"
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"mtr_icon_class" "hud/icons/classes/paratech"
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"mtr_icon_friendly_arrow" "hud/icons/player/indicator_team"
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"mtr_icon_enemy_arrow" "hud/icons/player/indicator_enemy"
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"mtr_icon_offscreen" "hud/icons/player/indicator_side"
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"weapon_binocs" "inventory/tools/binoculars"
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"weapon_tool1" "inventory/tools/defibrillator"
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"weapon_item1" "inventory/items/healthpack"
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"weapon_item2" "inventory/weapons/grenades/supply_marker_medic"
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"def_dead_body" "dead_body_gdf"
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"climate_skin_key" "gdf"
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"class_context_cvar" "g_class_context_medic"
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"stat_name" "medic"
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"player_class_num" "0"
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templates/players/request_icons
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templates/classes/footsteps/gdf
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templates/classes/pain/gdf
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}
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proficiency medic {
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text "game/proficiency/medic"
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level 1 {
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text "game/proficiency/medic/reward1"
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title "game/proficiency/medic/reward1_title"
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icon "medic/reward1"
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tooltip "proficiency_upgrade_now"
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sound "sounds/tooltips/upgrade_now_available/info"
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}
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level 2 {
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text "game/proficiency/medic/reward2"
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title "game/proficiency/medic/reward2_title"
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icon "medic/reward2"
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tooltip "proficiency_upgrade_now"
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sound "sounds/tooltips/upgrade_now_available/info"
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}
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level 3 {
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text "game/proficiency/medic/reward3"
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title "game/proficiency/medic/reward3_title"
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icon "medic/reward3"
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tooltip "proficiency_upgrade_now"
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sound "sounds/tooltips/upgrade_now_available/info"
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}
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level 4 {
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text "game/proficiency/medic/reward4"
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title "game/proficiency/medic/reward4_title"
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icon "medic/reward4"
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tooltip "proficiency_upgrade_now"
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sound "sounds/tooltips/upgrade_now_available/info"
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}
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}
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templates/players/common_proficiencies_gdf
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modelData {
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templates/players/skeleton_info
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templates/players/locational_damage_joints
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templates/players/gdf_head_offset
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}
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abilities {
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revive
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medic
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healthBoost
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deadview
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qcItems
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}
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ammoLimits {
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"pistol" "40"
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"shotgun" "40"
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"assaultrifle" "120"
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"grenade" "2"
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"infinite" "1"
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}
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option {
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"package/weapons/assaultrifle"
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"package/weapons/shotgun"
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}
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}
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//=============================================================================
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//=============================================================================
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itemPackageDef class_engineer {
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item "inventory/weapons/knife"
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{
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require "light_weapons_spawn_level_4 == false"
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item "inventory/weapons/pistol"
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}
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{
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require "light_weapons_spawn_level_4 == true"
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item "inventory/weapons/pistol_akimbo"
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}
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item "inventory/weapons/grenades/frag"
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item "inventory/tools/pliers"
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item "inventory/tools/deploytool/engineer"
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item "inventory/items/landmine"
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item "inventory/tools/binoculars"
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item "inventory/tools/gdf_parachute"
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consumable ammo assaultrifle 80
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consumable ammo grenade_rifle 5
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consumable ammo shotgun 30
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consumable ammo pistol 30
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consumable ammo grenade 2
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consumable ammo infinite 1 // never used
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}
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itemPackageDef package/engineer/weapons/assaultrifle {
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item "inventory/weapons/assaultrifle"
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}
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itemPackageDef package/engineer/weapons/assaultrifle/grenade {
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{
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require "engineer_level_1 == true"
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item "inventory/weapons/assaultrifle/grenade"
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}
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}
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playerClass engineer {
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info {
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"items" "class_engineer"
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"items_disguised" "disguise_gdf"
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"model" "models/players/gdf/engineer"
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"title" "game/classes/engineer"
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"team" "gdf"
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"mtr_cm_icon" "guis/assets/commandmap/icon_player"
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"mtr_icon_class" "hud/icons/classes/engineer"
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"mtr_icon_friendly_arrow" "hud/icons/player/indicator_team"
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"mtr_icon_enemy_arrow" "hud/icons/player/indicator_enemy"
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"mtr_icon_offscreen" "hud/icons/player/indicator_side"
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"weapon_binocs" "inventory/tools/binoculars"
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"weapon_tool1" "inventory/tools/pliers"
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"weapon_tool2" "inventory/tools/deploytool/engineer"
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"weapon_item1" "inventory/items/landmine"
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"def_dead_body" "dead_body_gdf"
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"climate_skin_key" "gdf"
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"class_context_cvar" "g_class_context_engineer"
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"stat_name" "engineer"
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"player_class_num" "2"
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templates/players/request_icons
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templates/classes/footsteps/gdf
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templates/classes/pain/gdf
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}
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proficiency engineer {
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text "game/proficiency/engineer"
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level 1 {
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text "game/proficiency/engineer/reward1"
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title "game/proficiency/engineer/reward1_title"
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icon "engineer/reward1"
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tooltip "proficiency_upgrade_weapselect"
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sound "sounds/tooltips/upgrade_new_weapon/info"
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}
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level 2 {
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text "game/proficiency/engineer/reward2"
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title "game/proficiency/engineer/reward2_title"
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icon "engineer/reward2"
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tooltip "proficiency_upgrade_now"
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sound "sounds/tooltips/upgrade_now_available/info"
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}
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level 3 {
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text "game/proficiency/engineer/reward3"
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title "game/proficiency/engineer/reward3_title"
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icon "engineer/reward3"
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tooltip "proficiency_upgrade_now"
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sound "sounds/tooltips/upgrade_now_available/info"
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}
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level 4 {
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text "game/proficiency/engineer/reward4"
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title "game/proficiency/engineer/reward4_title"
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icon "engineer/reward4"
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tooltip "proficiency_upgrade_now"
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sound "sounds/tooltips/upgrade_now_available/info"
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}
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}
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templates/players/common_proficiencies_gdf
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modelData {
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templates/players/skeleton_info
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templates/players/locational_damage_joints
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templates/players/gdf_head_offset
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}
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abilities {
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engineer
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repair
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canDeploy
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qcItems
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}
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ammoLimits {
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"pistol" "40"
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"shotgun" "40"
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"assaultrifle" "120"
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"grenade_rifle" "5"
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"grenade" "2"
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"infinite" "1"
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}
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option {
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"package/engineer/weapons/assaultrifle"
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"package/weapons/shotgun"
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"package/engineer/weapons/assaultrifle/grenade"
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}
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}
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//=============================================================================
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//=============================================================================
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itemPackageDef class_fieldops {
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item "inventory/weapons/knife"
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{
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require "light_weapons_spawn_level_4 == false"
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item "inventory/weapons/pistol"
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}
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{
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require "light_weapons_spawn_level_4 == true"
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item "inventory/weapons/pistol_akimbo"
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}
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item "inventory/weapons/grenades/frag"
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item "inventory/items/ammopack"
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item "inventory/tools/deploytool/fieldops"
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item "inventory/tools/binoculars/fieldops"
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item "inventory/weapons/grenades/airstrike_marker_gdf"
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item "inventory/tools/gdf_parachute"
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consumable ammo assaultrifle 80
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consumable ammo pistol 30
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consumable ammo grenade 2
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consumable ammo infinite 1 // never used
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}
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itemPackageDef package/fieldops/weapons/assaultrifle {
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item "inventory/weapons/assaultrifle"
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}
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itemPackageDef package/fieldops/weapons/assaultrifle/scoped {
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{
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require "fieldops_level_1 == true"
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item "inventory/weapons/assaultrifle/scoped"
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}
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}
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playerClass fieldops {
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info {
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"items" "class_fieldops"
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"items_disguised" "disguise_gdf"
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"model" "models/players/gdf/fieldops"
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"title" "game/classes/fieldops"
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"team" "gdf"
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"mtr_cm_icon" "guis/assets/commandmap/icon_player"
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"mtr_icon_class" "hud/icons/classes/fieldops"
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"mtr_icon_friendly_arrow" "hud/icons/player/indicator_team"
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"mtr_icon_enemy_arrow" "hud/icons/player/indicator_enemy"
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"mtr_icon_offscreen" "hud/icons/player/indicator_side"
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"weapon_binocs" "inventory/tools/binoculars/fieldops"
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"weapon_tool1" "inventory/tools/deploytool/fieldops"
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"weapon_item1" "inventory/items/ammopack"
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"weapon_item2" "inventory/weapons/grenades/airstrike_marker_gdf"
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"def_dead_body" "dead_body_gdf"
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"stat_name" "fieldops"
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"climate_skin_key" "gdf"
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"class_context_cvar" "g_class_context_fieldops"
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"player_class_num" "3"
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templates/players/request_icons
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templates/classes/footsteps/gdf
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templates/classes/pain/gdf
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}
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proficiency fieldops {
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text "game/proficiency/fieldops"
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level 1 {
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text "game/proficiency/fieldops/reward1"
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title "game/proficiency/fieldops/reward1_title"
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icon "fieldops/reward1"
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tooltip "proficiency_upgrade_weapselect"
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sound "sounds/tooltips/upgrade_new_weapon/info"
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}
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level 2 {
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text "game/proficiency/fieldops/reward2"
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title "game/proficiency/fieldops/reward2_title"
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icon "fieldops/reward2"
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tooltip "proficiency_upgrade_now"
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sound "sounds/tooltips/upgrade_now_available/info"
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}
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level 3 {
|
|
text "game/proficiency/fieldops/reward3"
|
|
title "game/proficiency/fieldops/reward3_title"
|
|
icon "fieldops/reward3"
|
|
tooltip "proficiency_upgrade_now"
|
|
sound "sounds/tooltips/upgrade_now_available/info"
|
|
}
|
|
level 4 {
|
|
text "game/proficiency/fieldops/reward4"
|
|
title "game/proficiency/fieldops/reward4_title"
|
|
icon "fieldops/reward4"
|
|
tooltip "proficiency_upgrade_now"
|
|
sound "sounds/tooltips/upgrade_now_available/info"
|
|
}
|
|
}
|
|
|
|
templates/players/common_proficiencies_gdf
|
|
|
|
modelData {
|
|
templates/players/skeleton_info
|
|
templates/players/locational_damage_joints
|
|
templates/players/gdf_head_offset
|
|
}
|
|
|
|
abilities {
|
|
fieldops
|
|
giveAmmo
|
|
canDeploy
|
|
qcItems
|
|
}
|
|
|
|
ammoLimits {
|
|
"pistol" "40"
|
|
"assaultrifle" "120"
|
|
"grenade" "2"
|
|
"infinite" "1"
|
|
}
|
|
|
|
option {
|
|
"package/fieldops/weapons/assaultrifle"
|
|
"package/fieldops/weapons/assaultrifle/scoped"
|
|
}
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//=============================================================================
|
|
|
|
itemPackageDef class_covertops {
|
|
item "inventory/weapons/knife"
|
|
|
|
{
|
|
require "covertops_spawn_level_1 == false"
|
|
|
|
{
|
|
require "light_weapons_spawn_level_4 == false"
|
|
item "inventory/weapons/pistol/silenced"
|
|
}
|
|
|
|
{
|
|
require "light_weapons_spawn_level_4 == true"
|
|
item "inventory/weapons/pistol_akimbo/silenced"
|
|
}
|
|
}
|
|
|
|
{
|
|
require "covertops_spawn_level_1 == true"
|
|
item "inventory/weapons/machinepistol/silenced"
|
|
}
|
|
|
|
item "inventory/weapons/grenades/emp"
|
|
item "inventory/tools/pliers_hack"
|
|
item "inventory/tools/deploytool/ranger"
|
|
item "inventory/tools/binoculars"
|
|
item "inventory/items/third_eye"
|
|
item "inventory/weapons/grenades/smoke"
|
|
item "inventory/tools/gdf_parachute"
|
|
|
|
consumable ammo sniperrifle 30
|
|
consumable ammo assaultrifle 80
|
|
consumable ammo machinepistol 40
|
|
consumable ammo pistol 30
|
|
consumable ammo grenade 2
|
|
consumable ammo infinite 1 // never used
|
|
}
|
|
|
|
playerClass covertops {
|
|
info {
|
|
"items" "class_covertops"
|
|
"items_disguised" "disguise_gdf"
|
|
"model" "models/players/gdf/covertops"
|
|
"title" "game/classes/covertops"
|
|
"team" "gdf"
|
|
|
|
"mtr_cm_icon" "guis/assets/commandmap/icon_player"
|
|
"mtr_icon_class" "hud/icons/classes/ranger"
|
|
"mtr_icon_friendly_arrow" "hud/icons/player/indicator_team"
|
|
"mtr_icon_enemy_arrow" "hud/icons/player/indicator_enemy"
|
|
"mtr_icon_offscreen" "hud/icons/player/indicator_side"
|
|
|
|
"weapon_binocs" "inventory/tools/binoculars"
|
|
"weapon_tool1" "inventory/tools/pliers_hack"
|
|
"weapon_tool2" "inventory/tools/deploytool/ranger"
|
|
"weapon_item1" "inventory/items/third_eye"
|
|
"weapon_item2" "inventory/weapons/grenades/smoke"
|
|
|
|
// "cvar_limit" "g_maxRangers"
|
|
|
|
"def_dead_body" "dead_body_gdf"
|
|
|
|
"climate_skin_key" "gdf"
|
|
|
|
"class_context_cvar" "g_class_context_covertops"
|
|
|
|
"stat_name" "covertops"
|
|
|
|
"player_class_num" "4"
|
|
|
|
templates/players/request_icons
|
|
templates/classes/footsteps/gdf
|
|
templates/classes/pain/gdf
|
|
}
|
|
|
|
proficiency covertops {
|
|
text "game/proficiency/covertops"
|
|
level 1 {
|
|
text "game/proficiency/covertops/reward1"
|
|
title "game/proficiency/covertops/reward1_title"
|
|
icon "covertops/reward1"
|
|
tooltip "proficiency_upgrade_respawn"
|
|
sound "sounds/tooltips/upgrade_on_respawn/info"
|
|
}
|
|
level 2 {
|
|
text "game/proficiency/covertops/reward2"
|
|
title "game/proficiency/covertops/reward2_title"
|
|
icon "covertops/reward2"
|
|
tooltip "proficiency_upgrade_now"
|
|
sound "sounds/tooltips/upgrade_now_available/info"
|
|
}
|
|
level 3 {
|
|
text "game/proficiency/covertops/reward3"
|
|
title "game/proficiency/covertops/reward3_title"
|
|
icon "covertops/reward3"
|
|
tooltip "proficiency_upgrade_now"
|
|
sound "sounds/tooltips/upgrade_now_available/info"
|
|
}
|
|
level 4 {
|
|
text "game/proficiency/covertops/reward4"
|
|
title "game/proficiency/covertops/reward4_title"
|
|
icon "covertops/reward4"
|
|
tooltip "proficiency_upgrade_now"
|
|
sound "sounds/tooltips/upgrade_now_available/info"
|
|
}
|
|
}
|
|
|
|
templates/players/common_proficiencies_gdf
|
|
|
|
modelData {
|
|
templates/players/skeleton_info
|
|
templates/players/locational_damage_joints
|
|
templates/players/gdf_head_offset
|
|
}
|
|
|
|
abilities {
|
|
covertops
|
|
hack
|
|
canDeploy
|
|
}
|
|
|
|
ammoLimits {
|
|
"pistol" "40"
|
|
"machinepistol" "60"
|
|
"sniperrifle" "40"
|
|
"assaultrifle" "120"
|
|
"grenade" "2"
|
|
"infinite" "1"
|
|
}
|
|
|
|
option {
|
|
"package/weapons/assaultrifle/scoped"
|
|
"package/weapons/sniperrifle"
|
|
}
|
|
}
|