Viewpunch for sidearm and defender
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@@ -10,8 +10,8 @@
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<MaxTravelAngle>0.174533</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
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<NumPellets>9</NumPellets>
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<RPM>120</RPM>
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<ViewPunch>0.03</ViewPunch>
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<ViewReturnSpeed>0.2</ViewReturnSpeed>
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<ViewPunch>0.15</ViewPunch>
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<ViewReturnSpeed>0.3</ViewReturnSpeed>
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<ReloadTime>0.5</ReloadTime>
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<TriggerHeld>false</TriggerHeld>
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<FireCooldown>0</FireCooldown>
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@@ -6,7 +6,9 @@
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<BaseDamage>20</BaseDamage>
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<RPM>500</RPM>
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<Automatic>false</Automatic>
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<ViewPunch>0.01</ViewPunch>
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<ViewPunch>0.05</ViewPunch>
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<MaxTravelAngle>0.174533</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
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<ViewReturnSpeed>0.2</ViewReturnSpeed>
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<ReloadTime>1.0</ReloadTime>
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<EquipTime>0.5</EquipTime>
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<TriggerHeld>false</TriggerHeld>
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@@ -14,4 +16,5 @@
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<ReloadQueued>false</ReloadQueued>
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<IsReloading>false</IsReloading>
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<ReloadTimer>0</ReloadTimer>
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<CurrentTravel>0</CurrentTravel>
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</SidearmWeapon>
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@@ -36,6 +36,12 @@
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<xs:element name="ViewPunch" type="t:float" minOccurs="0">
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<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="MaxTravelAngle" type="t:float" minOccurs="0">
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<xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ViewReturnSpeed" type="t:float" minOccurs="0">
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<xs:annotation><xs:documentation>The speed in radians per second the view returns to its original position after being punched</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ReloadTime" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
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</xs:element>
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@@ -47,6 +53,7 @@
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<xs:element name="ReloadQueued" type="t:bool" minOccurs="0"/>
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<xs:element name="IsReloading" type="t:bool" minOccurs="0"/>
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<xs:element name="ReloadTimer" type="t:double" minOccurs="0"/>
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<xs:element name="CurrentTravel" type="t:float" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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