What it inherits is already merged in: this is the entry as the game compiled it.
ability_viper_ult = {
_class = "ability_viper_ult"
_editor = {
folder_name = "Hero Viper"
}
_multibase = [
]
m_iMaxLevel = 1
m_strCSSClass = "detentionRounds"
m_eAbilityType = "EAbilityType_Ultimate"
m_bStartTrained = false
m_deploymentInfo = {
m_bPlaceFlat = true
m_bGroundCheck = true
m_previewModel = "models/props_structures/statue_gargoyle_01.vmdl"
m_previewParticle = ""
m_bRequiresUpNormal = true
m_flPreviewModelScale = 0.3
}
m_mapWeaponInfos = {
primary = {
m_flBulletSpeed = 10000
}
}
m_projectileInfo = {
m_flSpeed = 30
m_particle = "particles/abilities/viper/viper_petrify_projectile.vpcf"
m_flUpSpeed = 0
m_nBehaviors = "PBF_DetonateOnLifetimeExpire"
m_WarningSound = "Viper.Petrify.Cast_Delay"
m_DetonateSound = "Ability.GhostSoldier.BloodBomb.Explode"
m_flGravityScale = 0
m_warningParticle = "particles/abilities/viper/viper_petrify_aoe_warning.vpcf"
}
m_ExplodeParticle = "particles/abilities/viper/viper_petrify_aoe_explode.vpcf"
m_PetrifyModifier =
m_strAbilityImage = "file://{images}/hud/abilities/tokamak/tokamak_blinding_radiance.psd"
m_flBossDamageScale = 1
m_sCustomStackLabel = "#CurrentBonus_label" // Current Bonus:
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_PRESS"
m_nAbilityPointsCost = 0
m_vecAbilityUpgrades =
m_PreviewPathParticle = "particles/generic/generic_arc.vpcf"
m_nAbilityTargetTypes = "CITADEL_UNIT_TARGET_ALL_FRIENDLY | CITADEL_UNIT_TARGET_ALL_ENEMY | CITADEL_UNIT_TARGET_ALL"
m_AbilityBehaviorsBits = "CITADEL_ABILITY_BEHAVIOR_DISPLAYS_DAMAGE_IMPACT | CITADEL_ABILITY_BEHAVIOR_CAN_SET_QUICK_CAST"
m_flTargetingConeAngle = 180
m_mapAbilityProperties =
m_nAbillityUnlocksCost = 1
m_AbilityTooltipDetails =
m_skillshotMissParticle = "particles/abilities/skillshot_default_miss_owner.vpcf"
m_bitsInterruptingStates = "MODIFIER_STATE_STUNNED"
m_eAbilityTargetingShape = "CITADEL_ABILITY_TARGETING_SHAPE_CIRCLE"
m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_DEPLOYED_OBJECT"
m_strAbilityChargeReadySound = ""
m_strAbilityOffCooldownSound = ""
m_bitsChannelEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION"
m_bitsPreCastEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION | MODIFIER_STATE_IN_ABILITY_ALLOW_ZOOM"
m_bitsPostCastEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION | MODIFIER_STATE_IN_ABILITY_ALLOW_ZOOM"
}
