What it inherits is already merged in: this is the entry as the game compiled it.
citadel_weapon_fencer_set = {
_class = "citadel_ability_fencer_primaryweapon"
_editor = {
folder_name = "Hero Fencer"
}
_multibase = [
]
m_HUDPanel = {
m_vecHUDElements = [
0{
m_eType = "CITADEL_ABILITY_HUD_ELEMENT_TYPE_GUN"
m_strContext = "gun"
}
]
}
m_eAbilityType = "EAbilityType_Weapon"
m_bStartTrained = true
m_vecSlashInfos =
m_DOFWhileZoomed = {
m_flDofFarCrisp = 100
m_flDofFarBlurry = 7000
m_flDofNearCrisp = 200
}
m_mapWeaponInfos =
m_sDisarmedSound = "Player.Weapon.Jammed"
m_strAbilityImage = "file://{images}/hud/abilities/weapon_damage.psd"
m_strAG2SourceName = "weapon"
m_flBossDamageScale = 1
m_sCustomStackLabel = "#CurrentBonus_label" // Current Bonus:
m_cameraSequenceZoom =
m_eAbilityActivation = "CITADEL_ABILITY_ACTIVATION_ON_BUTTON_IS_DOWN"
m_nAbilityPointsCost = 1
m_AbilityBehaviorsBits = "CITADEL_ABILITY_BEHAVIOR_DONT_INTERRUPT_SPRINT | CITADEL_ABILITY_BEHAVIOR_IS_PRIMARY_WEAPON | CITADEL_ABILITY_BEHAVIOR_NO_TARGET | CITADEL_ABILITY_BEHAVIOR_SILENT_CAST_FAILURE_FEEDBACK | CITADEL_ABILITY_BEHAVIOR_DISARMABLE | CITADEL_ABILITY_BEHAVIOR_NOT_SILENCABLE | CITADEL_ABILITY_BEHAVIOR_WEAPON_TOGGLE"
m_cameraSequenceUnZoom = {
m_nPriority = 2
m_vecFOVOperations = [
0{
m_flLerpBias = 0.75
m_flLerpDuration = 0.12
m_bApproachDefault = true
m_bSpringToDefault = true
m_eCameraOperation = "k_ECameraOp_Lerp"
m_flSpringStrength = 40
m_bValuesAreRelative = true
}
]
}
m_mapAbilityProperties =
m_sObstructedShotSound = ""
m_bitsInterruptingStates = "MODIFIER_STATE_STUNNED | MODIFIER_STATE_IS_ASLEEP"
m_eAbilityTargetingLocation = "CITADEL_ABILITY_TARGETING_LOCATION_SELF"
m_flMinDisarmedSoundInterval = 0.1
m_strSwipeTracerParticleLeft = "particles/weapon_fx/fencer/fencer_tracer_left.vpcf"
m_bitsChannelEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION"
m_bitsPreCastEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION"
m_strSwipeTracerParticleRight = "particles/weapon_fx/fencer/fencer_tracer_right.vpcf"
m_bitsPostCastEnabledStateMask = "MODIFIER_STATE_BUSY_WITH_ACTION"
m_strSwipeTracerParticleRightMove = "particles/weapon_fx/fencer/fencer_tracer_right_move.vpcf"
}
History
- 6722–6745changed
- +display_name
Pride of Ixia - +m_mapWeaponInfos
{ 1 key }
{ primary = { m_Spread = 0 m_flRange = 1000 m_bCanZoom = true m_iBullets = 1 m_flZoomFOV = 35 m_iClipSize = 15 m_flCycleTime = 0.38 m_nRecoilSeed = 32152 m_flBulletSpeed = 5000 m_flDamageForce = 50 m_flRecoilSpeed = 5 m_strShootSound = "Fencer.Wpn.Fire" m_StandingSpread = 1.5 m_flBulletDamage = 18.5 m_flBulletRadius = 10 m_flCritBonusEnd = 1.65 m_reloadDuration = 2.5 m_strReloadSound = "Fencer.Wpn.Reload.Start" m_strZoomInSound = "Wraith.Wpn.Zoom.In" m_VerticallRecoil = { m_Range = [ 0, 0 ] m_flBurstSlope = 0 m_flBurstConstant = 0 m_flBurstExponent = 0 } m_flVerticalPunch = 0 m_iBurstShotCount = 1 m_strZoomOutSound = "Wraith.Wpn.Zoom.Out" m_BulletSpeedCurve = { m_spline = [ { x = 0 y = 22500 m_flSlopeIncoming = 0 m_flSlopeOutgoing = 0 }, { x = 100 y = 22500 m_flSlopeIncoming = 0 m_flSlopeOutgoing = 0 }, ] m_tangents = [ { m_nIncomingTangent = "CURVE_TANGENT_SPLINE" m_nOutgoingTangent = "CURVE_TANGENT_SPLINE" }, { m_nIncomingTangent = "CURVE_TANGENT_SPLINE" m_nOutgoingTangent = "CURVE_TANGENT_SPLINE" }, ] m_vDomainMaxs = [ 100, 22500 ] m_vDomainMins = [ 0, 1 ] } m_HorizontalRecoil = { m_Range = [ 0, 0 ] m_flBurstExponent = 0 } m_flBulletLifetime = 1 m_flCritBonusStart = 1.65 m_mapImpactEffects = { dirt = { } wood = { m_strDecal = "Impact.Wood" m_strParticle = "particles/impact_fx/impact_wood.vpcf" } flesh = { m_strDecal = "" m_strParticle = "particles/blood_impact/blood_impact_red_01.vpcf" } metal = { } default = { m_strDecal = "Impact.Concrete" m_strSound = "Default.BulletImpact" m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf" } portals = { m_strDecal = "Impact.Concrete" m_strSound = "" m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf" } concrete = { m_strDecal = "Impact.Concrete" m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf" } leafy_tree = { } solidmetal = { m_strDecal = "Impact.Concrete" m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf" } wood_plank = { m_strDecal = "Impact.Wood" m_strParticle = "particles/impact_fx/impact_wood.vpcf" } metalvehicle = { } } m_flHorizontalPunch = 0 m_flReloadMoveSpeed = "10000" m_flScatterYawScale = 1 m_strReloadEndSound = "" m_flZoomFOV_Relative = -40 m_strBulletWhizSound = "Wraith.Wpn.Whizby" m_flCritBonusEndRange = 1500 m_flDamageFalloffBias = 0.5 m_flBulletGravityScale = 0 m_flBulletReflectScale = 0 m_flBulletWhizDistance = 80 m_iAmmoConsumedPerShot = 1 m_eAttachmentSourceType = "EAttachmentSource_Custom" m_flBulletReflectAmount = 1 m_flCritBonusStartRange = 500 m_flIntraBurstCycleTime = 0 m_flRecoilRecoverySpeed = 5 m_strWeaponImpactEffect = "particles/weapon_fx/fencer/fencer_tracer_impact.vpcf" m_bBulletShouldUseVerlet = true m_flCritBonusAgainstNPCs = 0 m_flZoomMoveSpeedPercent = 1 m_flDamageFalloffEndRange = 1000 m_flDamageFalloffEndScale = 1 m_flShootMoveSpeedPercent = 0.75 m_szMuzzleFlashEffectName = "particles/weapon_fx/fencer/fencer_firing.vpcf" m_AimingShootSpreadPenalty = [ 0, 0 ] m_bHitOnceAcrossAllBullets = true m_flDamageFalloffStartRange = 1000 m_flDamageFalloffStartScale = 1 m_flShootSpreadPenaltyDecay = 2 m_flShootingUpSpreadPenalty = 0 m_strCustomAttachmentSource = "attach_sword_fx" m_flRecoilRecoveryDelayFactor = 0.05 m_flShootSpreadPenaltyPerShot = 0 m_szBulletTravelTracerParticle = "" m_flShootSpreadPenaltyDecayDelay = 0 m_strLocalPlayerBulletImpactSound = "Player.Bullet.Impact.Hero" m_flBulletInheritShooterVelocityScale = 0 m_flRecoilShotIndexRecoveryTimeFactor = 0.25 m_strLocalPlayerBulletImpactHeavySound = "Player.Bullet.Impact.Hero.Large" } } - +m_sCustomStackLabel
#CurrentBonus_label - +m_cameraSequenceZoom
{ 2 keys }
{ m_nPriority = 2 m_vecFOVOperations = [ { m_flLerpGain = 0.75 m_flLerpDuration = 0.1 m_bSpringToDefault = false m_eCameraOperation = "k_ECameraOp_Spring" m_flSpringStrength = 40 m_bLerpEndAtDefault = false m_bValuesAreRelative = true }, { m_eCameraOperation = "k_ECameraOp_Maintain" }, ] } - +m_cameraSequenceUnZoom
{ 2 keys }
{ m_nPriority = 2 m_vecFOVOperations = [ { m_flLerpBias = 0.75 m_flLerpDuration = 0.12 m_bApproachDefault = true m_bSpringToDefault = true m_eCameraOperation = "k_ECameraOp_Lerp" m_flSpringStrength = 40 m_bValuesAreRelative = true }, ] } - −m_WeaponInfo
{ 68 keys }
{ m_Spread = 0 m_flRange = 1000 m_bCanZoom = true m_iBullets = 1 m_flZoomFOV = 35 m_iClipSize = 15 m_flCycleTime = 0.38 m_nRecoilSeed = 32152 m_flBulletSpeed = 5000 m_flDamageForce = 50 m_flRecoilSpeed = 5 m_strShootSound = "Fencer.Wpn.Fire" m_StandingSpread = 1.5 m_flBulletDamage = 18.5 m_flBulletRadius = 10 m_flCritBonusEnd = 1.65 m_reloadDuration = 2.5 m_strReloadSound = "Fencer.Wpn.Reload.Start" m_strZoomInSound = "Wraith.Wpn.Zoom.In" m_VerticallRecoil = { m_Range = [ 0, 0 ] m_flBurstSlope = 0 m_flBurstConstant = 0 m_flBurstExponent = 0 } m_flVerticalPunch = 0 m_iBurstShotCount = 1 m_strZoomOutSound = "Wraith.Wpn.Zoom.Out" m_BulletSpeedCurve = { m_spline = [ { x = 0 y = 22500 m_flSlopeIncoming = 0 m_flSlopeOutgoing = 0 }, { x = 100 y = 22500 m_flSlopeIncoming = 0 m_flSlopeOutgoing = 0 }, ] m_tangents = [ { m_nIncomingTangent = "CURVE_TANGENT_SPLINE" m_nOutgoingTangent = "CURVE_TANGENT_SPLINE" }, { m_nIncomingTangent = "CURVE_TANGENT_SPLINE" m_nOutgoingTangent = "CURVE_TANGENT_SPLINE" }, ] m_vDomainMaxs = [ 100, 22500 ] m_vDomainMins = [ 0, 1 ] } m_HorizontalRecoil = { m_Range = [ 0, 0 ] m_flBurstExponent = 0 } m_flBulletLifetime = 1 m_flCritBonusStart = 1.65 m_mapImpactEffects = { dirt = { } wood = { } flesh = { m_strDecal = "" m_strParticle = "particles/blood_impact/blood_impact_red_01.vpcf" } metal = { } default = { m_strDecal = "Impact.Concrete" m_strSound = "Default.BulletImpact" m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf" } portals = { m_strDecal = "Impact.Concrete" m_strSound = "" m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf" } concrete = { m_strDecal = "Impact.Concrete" m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf" } leafy_tree = { } solidmetal = { m_strDecal = "Impact.Concrete" m_strParticle = "particles/weapon_fx/fencer/fencer_impact_spray_large.vpcf" } wood_plank = { } metalvehicle = { } } m_flHorizontalPunch = 0 m_flReloadMoveSpeed = "10000" m_flScatterYawScale = 1 m_strReloadEndSound = "" m_flZoomFOV_Relative = -40 m_strBulletWhizSound = "Wraith.Wpn.Whizby" m_flBurstShotCooldown = 0 m_flCritBonusEndRange = 1500 m_flDamageFalloffBias = 0.5 m_flBulletGravityScale = 0 m_flBulletReflectScale = 0 m_flBulletWhizDistance = 80 m_iAmmoConsumedPerShot = 1 m_eAttachmentSourceType = "EAttachmentSource_Custom" m_flBulletReflectAmount = 1 m_flCritBonusStartRange = 500 m_flRecoilRecoverySpeed = 5 m_strWeaponImpactEffect = "particles/weapon_fx/fencer/fencer_tracer_impact.vpcf" m_bBulletShouldUseVerlet = true m_flCritBonusAgainstNPCs = 0 m_flZoomMoveSpeedPercent = 1 m_flDamageFalloffEndRange = 1000 m_flDamageFalloffEndScale = 1 m_flShootMoveSpeedPercent = 0.75 m_szMuzzleFlashEffectName = "particles/weapon_fx/fencer/fencer_firing.vpcf" m_AimingShootSpreadPenalty = [ 0, 0 ] m_bHitOnceAcrossAllBullets = true m_flDamageFalloffStartRange = 1000 m_flDamageFalloffStartScale = 1 m_flShootSpreadPenaltyDecay = 2 m_flShootingUpSpreadPenalty = 0 m_strCustomAttachmentSource = "attach_sword_fx" m_flRecoilRecoveryDelayFactor = 0.05 m_flShootSpreadPenaltyPerShot = 0 m_szBulletTravelTracerParticle = "" m_flShootSpreadPenaltyDecayDelay = 0 m_strLocalPlayerBulletImpactSound = "Player.Bullet.Impact.Hero" m_flBulletInheritShooterVelocityScale = 0 m_flRecoilShotIndexRecoveryTimeFactor = 0.25 m_strLocalPlayerBulletImpactHeavySound = "Player.Bullet.Impact.Hero.Large" }
- +display_name
- 6696–6701first dumped
