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229
docs/base/@vl2/scripts.vl2/scripts/turrets/sentryTurret.cs
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229
docs/base/@vl2/scripts.vl2/scripts/turrets/sentryTurret.cs
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// Sound datablocks
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datablock EffectProfile(SentryTurretSwitchEffect)
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{
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effectname = "powered/turret_sentry_activate";
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minDistance = 2.5;
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maxDistance = 5.0;
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};
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datablock EffectProfile(SentryTurretFireEffect)
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{
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effectname = "powered/turret_sentry_fire";
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minDistance = 2.5;
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maxDistance = 5.0;
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};
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datablock AudioProfile(SentryTurretSwitchSound)
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{
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filename = "fx/powered/turret_sentry_activate.wav";
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description = AudioClose3d;
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preload = true;
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effect = SentryTurretSwitchEffect;
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};
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datablock AudioProfile(SentryTurretFireSound)
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{
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filename = "fx/powered/turret_sentry_fire.wav";
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description = AudioDefault3d;
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preload = true;
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effect = SentryTurretFireEffect;
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};
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datablock AudioProfile(SentryTurretExpSound)
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{
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filename = "fx/powered/turret_sentry_impact.WAV";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(SentryTurretProjectileSound)
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{
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filename = "fx/weapons/blaster_projectile.WAV";
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description = AudioExplosion3d;
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preload = true;
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};
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// Explosion
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datablock ParticleData(SentryTurretExplosionParticle1)
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{
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dragCoefficient = 0.65;
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gravityCoefficient = 0.3;
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inheritedVelFactor = 0.0;
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constantAcceleration = 0.0;
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lifetimeMS = 500;
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lifetimeVarianceMS = 150;
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textureName = "particleTest";
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colors[0] = "0.26 0.36 0.56 1.0";
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colors[1] = "0.26 0.36 0.56 0.0";
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sizes[0] = 0.0425;
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sizes[1] = 0.15;
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};
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datablock ParticleEmitterData(SentryTurretExplosionEmitter)
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{
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ejectionPeriodMS = 10;
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periodVarianceMS = 0;
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ejectionVelocity = 0.75;
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velocityVariance = 0.25;
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ejectionOffset = 0.0;
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thetaMin = 0;
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thetaMax = 60;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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particles = "SentryTurretExplosionParticle1";
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};
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datablock ExplosionData(SentryTurretExplosion)
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{
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explosionShape = "energy_explosion.dts";
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soundProfile = SentryTurretExpSound;
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particleEmitter = SentryTurretExplosionEmitter;
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particleDensity = 120;
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particleRadius = 0.15;
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faceViewer = false;
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};
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// Projectile
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datablock LinearFlareProjectileData(SentryTurretEnergyBolt)
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{
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directDamage = 0.1;
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directDamageType = $DamageType::SentryTurret;
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explosion = "SentryTurretExplosion";
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kickBackStrength = 0.0;
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dryVelocity = 200.0;
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wetVelocity = 150.0;
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velInheritFactor = 0.5;
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fizzleTimeMS = 2000;
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lifetimeMS = 3000;
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explodeOnDeath = false;
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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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numFlares = 10;
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size = 0.35;
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flareColor = "0.35 0.35 1";
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flareModTexture = "flaremod";
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flareBaseTexture = "flarebase";
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sound = SentryTurretProjectileSound;
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hasLight = true;
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lightRadius = 1.5;
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lightColor = "0.35 0.35 1";
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};
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// Turret data
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datablock SensorData(SentryMotionSensor)
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{
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detects = true;
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detectsUsingLOS = true;
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detectsActiveJammed = false;
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detectsPassiveJammed = true;
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detectsCloaked = true;
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detectionPings = false;
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detectRadius = 60;
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detectMinVelocity = 2;
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};
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datablock TurretData(SentryTurret) : TurretDamageProfile
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{
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//className = Turret;
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catagory = "Turrets";
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shapeFile = "turret_sentry.dts";
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//Uses the same stats as an outdoor deployable turret (balancing info for Dave)
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mass = 5.0;
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barrel = SentryTurretBarrel;
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maxDamage = 1.2;
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destroyedLevel = 1.2;
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disabledLevel = 0.84;
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explosion = ShapeExplosion;
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expDmgRadius = 5.0;
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expDamage = 0.4;
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expImpulse = 1000.0;
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repairRate = 0;
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thetaMin = 89;
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thetaMax = 175;
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emap = true;
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isShielded = true;
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energyPerDamagePoint = 100;
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maxEnergy = 150;
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rechargeRate = 0.40;
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canControl = true;
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cmdCategory = "Tactical";
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cmdIcon = CMDTurretIcon;
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cmdMiniIconName = "commander/MiniIcons/com_turret_grey";
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targetNameTag = 'Sentry';
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targetTypeTag = 'Turret';
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sensorData = SentryMotionSensor;
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sensorRadius = SentryMotionSensor.detectRadius;
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sensorColor = "9 136 255";
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firstPersonOnly = true;
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};
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datablock TurretImageData(SentryTurretBarrel)
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{
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shapeFile = "turret_muzzlepoint.dts";
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projectile = SentryTurretEnergyBolt;
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projectileType = LinearFlareProjectile;
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usesEnergy = true;
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fireEnergy = 6.00;
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minEnergy = 6.00;
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emap = true;
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// Turret parameters
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activationMS = 300;
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deactivateDelayMS = 500;
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thinkTimeMS = 200;
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degPerSecTheta = 520;
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degPerSecPhi = 960;
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attackRadius = 60;
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// State transitions
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stateName[0] = "Activate";
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stateTimeoutValue[0] = 0.01;
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stateTransitionOnTimeout[0] = "Ready";
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stateSound[0] = SentryTurretSwitchSound;
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stateName[1] = "Ready";
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stateTransitionOnTriggerDown[1] = "Fire";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Fire";
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stateTransitionOnTimeout[2] = "Reload";
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stateTimeoutValue[2] = 0.13;
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stateFire[2] = true;
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stateRecoil[2] = LightRecoil;
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stateAllowImageChange[2] = false;
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stateSequence[2] = "Fire";
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stateSound[2] = SentryTurretFireSound;
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stateScript[2] = "onFire";
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stateName[3] = "Reload";
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stateTimeoutValue[3] = 0.40;
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stateAllowImageChange[3] = false;
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stateTransitionOnTimeout[3] = "Ready";
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stateTransitionOnNoAmmo[3] = "NoAmmo";
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stateName[4] = "NoAmmo";
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stateTransitionOnAmmo[4] = "Reload";
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stateSequence[4] = "NoAmmo";
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};
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