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Initial Commit
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265
scripts/turrets/aaBarrelLarge.cs
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265
scripts/turrets/aaBarrelLarge.cs
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//--------------------------------------
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// Default blaster
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//--------------------------------------
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//--------------------------------------------------------------------------
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// Sounds and feedback effects
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//--------------------------------------
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datablock AudioProfile(AASwitchSound)
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{
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filename = "fx/powered/turret_aa_activate.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(AAFireSound)
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{
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filename = "fx/vehicles/tank_chaingun.wav";
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description = AudioDefault3d;
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preload = true;
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};
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//--------------------------------------------------------------------------
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// Particle effects
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//--------------------------------------
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//--------------------------------------------------------------------------
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// Explosion
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//--------------------------------------
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datablock ParticleData(AABulletExplosionParticle1)
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{
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dragCoefficient = 2;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.2;
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constantAcceleration = -0.0;
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lifetimeMS = 600;
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lifetimeVarianceMS = 000;
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textureName = "special/crescent4";
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colors[0] = "0.57 0.41 1.0 1.0";
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colors[1] = "0.57 0.41 1.0 1.0";
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colors[2] = "0.57 0.41 0.0 0.0";
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sizes[0] = 0.25;
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sizes[1] = 0.5;
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sizes[2] = 1.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(AABulletExplosionEmitter)
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{
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ejectionPeriodMS = 7;
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periodVarianceMS = 0;
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ejectionVelocity = 2;
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velocityVariance = 1.5;
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ejectionOffset = 0.0;
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thetaMin = 70;
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thetaMax = 80;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = true;
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lifetimeMS = 200;
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particles = "AABulletExplosionParticle1";
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};
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datablock ParticleData(AABulletExplosionParticle2)
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{
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dragCoefficient = 2;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.2;
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constantAcceleration = -0.0;
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lifetimeMS = 600;
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lifetimeVarianceMS = 000;
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textureName = "special/blasterHit";
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colors[0] = "0.57 0.41 1.0 0.6";
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colors[1] = "0.57 0.41 1.0 0.6";
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colors[2] = "0.57 0.41 0.0 0.0";
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sizes[0] = 0.3;
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sizes[1] = 0.90;
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sizes[2] = 1.50;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(AABulletExplosionEmitter2)
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{
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ejectionPeriodMS = 30;
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periodVarianceMS = 0;
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ejectionVelocity = 1;
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velocityVariance = 0.0;
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ejectionOffset = 0.0;
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thetaMin = 0;
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thetaMax = 80;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = false;
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lifetimeMS = 200;
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particles = "AABulletExplosionParticle2";
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};
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datablock ExplosionData(AABulletExplosion)
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{
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soundProfile = blasterExpSound;
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emitter[0] = AABulletExplosionEmitter;
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emitter[1] = AABulletExplosionEmitter2;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock TracerProjectileData(Flak_Bullet)
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{
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doDynamicClientHits = true;
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directDamage =0.2;
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directDamageType = $DamageType::bullet;
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explosion = GrenadeExplosion;
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splash = ChaingunSplash;
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hasDamageRadius = true;
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indirectDamage = 0.6;
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damageRadius = 20.0;
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radiusDamageType = $DamageType::Flak;
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kickBackStrength = 100;
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sound = ChaingunProjectile;
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dryVelocity = 425.0;
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wetVelocity = 200.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 500;
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lifetimeVarianceMS = 150;
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explodeOnDeath = true;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 15.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 0.40;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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hasLight = true;
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lightRadius = 5.0;
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lightColor = "0.5 0.5 0.175";
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock TurretImageData(AABarrelLarge)
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{
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shapeFile = "turret_aa_large.dts";
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item = AABarrelPack; // z0dd - ZOD, 4/25/02. Was wrong: AABarrelLargePack
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projectileType = TracerProjectile;
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projectile = Flak_Bullet;
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projectileSpread = 30.0 / 1000.0;
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usesEnergy = true;
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fireEnergy = 4.0;
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minEnergy = 4.0;
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emap = true;
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isSeeker = true;
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seekRadius = 300;
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maxSeekAngle = 6;
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seekTime = 1.0;
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minSeekHeat = 0.6;
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useTargetAudio = false;
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// Turret parameters
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activationMS = 175; // z0dd - ZOD, 3/27/02. Was 250. Amount of time it takes turret to unfold
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deactivateDelayMS = 500;
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thinkTimeMS = 140; // z0dd - ZOD, 3/27/02. Was 200. Amount of time before turret starts to unfold (activate)
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degPerSecTheta = 600;
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degPerSecPhi = 1080;
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attackRadius = 550;
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// State transitions
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stateName[0] = "Activate";
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stateTransitionOnNotLoaded[0] = "Dead";
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stateTransitionOnLoaded[0] = "ActivateReady";
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stateName[1] = "ActivateReady";
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stateSequence[1] = "Activate";
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stateSound[1] = AASwitchSound;
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stateTimeoutValue[1] = 1.0;
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stateTransitionOnTimeout[1] = "Ready";
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stateTransitionOnNotLoaded[1] = "Deactivate";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateScript[1] = "AAActivateReady";
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stateName[2] = "Ready";
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stateTransitionOnNotLoaded[2] = "Deactivate";
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stateTransitionOnTriggerDown[2] = "Fire1";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateScript[2] = "AAReady";
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stateName[3] = "Fire1";
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stateTransitionOnTimeout[3] = "Reload1";
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stateTimeoutValue[3] = 0.25;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire1";
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stateSound[3] = AAFireSound;
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stateScript[3] = "onFire";
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stateName[4] = "Reload1";
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stateTimeoutValue[4] = 0.25;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateTransitionOnTimeout[4] = "Fire2";
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stateTransitionOnNotLoaded[4] = "Deactivate";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateName[5] = "Fire2";
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stateTransitionOnTimeout[5] = "Reload2";
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stateTimeoutValue[5] = 0.25;
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stateFire[5] = true;
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stateRecoil[5] = LightRecoil;
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stateAllowImageChange[5] = false;
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stateSequence[5] = "Fire2";
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stateSound[5] = AAFireSound;
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stateScript[5] = "onFire";
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stateName[6] = "Reload2";
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stateTimeoutValue[6] = 0.25;
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stateAllowImageChange[6] = false;
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stateSequence[6] = "Reload";
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stateTransitionOnTimeout[6] = "Ready";
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stateTransitionOnNotLoaded[6] = "Deactivate";
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stateTransitionOnNoAmmo[6] = "NoAmmo";
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stateName[7] = "Deactivate";
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stateSequence[7] = "Activate";
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stateDirection[7] = false;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnLoaded[7] = "ActivateReady";
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stateTransitionOnTimeout[7] = "Dead";
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stateName[8] = "Dead";
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stateTransitionOnLoaded[8] = "ActivateReady";
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stateName[9] = "NoAmmo";
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stateTransitionOnAmmo[9] = "Reload2";
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stateSequence[9] = "NoAmmo";
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};
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