mirror of
https://github.com/1dot13/source.git
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- modified spread pattern names to look better in EDB
- changed the mechanics attribute of some mercs with explosive skill to something higher than zero so they do not automatically blow themselves up anymore git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2243 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -187,7 +187,7 @@
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<ignoreArmour>0</ignoreArmour>
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<ignoreArmour>0</ignoreArmour>
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<lockBustingPower>0</lockBustingPower>
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<lockBustingPower>0</lockBustingPower>
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<tracerEffect>0</tracerEffect>
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<tracerEffect>0</tracerEffect>
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<spreadPattern>BuckshotSpread</spreadPattern>
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<spreadPattern>Buckshot</spreadPattern>
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<temperatureModificator>0.0</temperatureModificator>
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<temperatureModificator>0.0</temperatureModificator>
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<PoisonPercentage>0</PoisonPercentage>
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<PoisonPercentage>0</PoisonPercentage>
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<dirtModificator>0.0</dirtModificator>
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<dirtModificator>0.0</dirtModificator>
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@@ -226,7 +226,7 @@
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<ignoreArmour>0</ignoreArmour>
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<ignoreArmour>0</ignoreArmour>
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<lockBustingPower>0</lockBustingPower>
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<lockBustingPower>0</lockBustingPower>
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<tracerEffect>0</tracerEffect>
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<tracerEffect>0</tracerEffect>
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<spreadPattern>FlechetteSpread</spreadPattern>
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<spreadPattern>Flechette</spreadPattern>
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<temperatureModificator>0.03</temperatureModificator>
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<temperatureModificator>0.03</temperatureModificator>
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<PoisonPercentage>0</PoisonPercentage>
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<PoisonPercentage>0</PoisonPercentage>
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<dirtModificator>-0.25</dirtModificator>
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<dirtModificator>-0.25</dirtModificator>
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@@ -1084,7 +1084,7 @@
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<ignoreArmour>0</ignoreArmour>
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<ignoreArmour>0</ignoreArmour>
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<lockBustingPower>0</lockBustingPower>
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<lockBustingPower>0</lockBustingPower>
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<tracerEffect>0</tracerEffect>
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<tracerEffect>0</tracerEffect>
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<spreadPattern>DuplexSpread</spreadPattern>
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<spreadPattern>Duplex</spreadPattern>
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<temperatureModificator>0.15</temperatureModificator>
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<temperatureModificator>0.15</temperatureModificator>
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<PoisonPercentage>0</PoisonPercentage>
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<PoisonPercentage>0</PoisonPercentage>
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<dirtModificator>0.3</dirtModificator>
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<dirtModificator>0.3</dirtModificator>
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@@ -1378,7 +1378,7 @@
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<BR_NewInventory>4</BR_NewInventory>
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<BR_NewInventory>4</BR_NewInventory>
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<BR_UsedInventory>1</BR_UsedInventory>
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<BR_UsedInventory>1</BR_UsedInventory>
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<BR_ROF>22</BR_ROF>
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<BR_ROF>22</BR_ROF>
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<spreadPattern>ChokeImpModSpread</spreadPattern>
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<spreadPattern>Imp Mod Choke</spreadPattern>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<DamageChance>10</DamageChance>
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<DamageChance>10</DamageChance>
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<DirtIncreaseFactor>20.0</DirtIncreaseFactor>
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<DirtIncreaseFactor>20.0</DirtIncreaseFactor>
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@@ -7349,7 +7349,7 @@
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<BR_UsedInventory>1</BR_UsedInventory>
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<BR_UsedInventory>1</BR_UsedInventory>
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<RangeBonus>20</RangeBonus>
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<RangeBonus>20</RangeBonus>
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<Duckbill>1</Duckbill>
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<Duckbill>1</Duckbill>
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<spreadPattern>DuckbillSpread</spreadPattern>
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<spreadPattern>Duckbill</spreadPattern>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<STAND_MODIFIERS />
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<CROUCH_MODIFIERS />
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@@ -9970,7 +9970,7 @@
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<BR_NewInventory>4</BR_NewInventory>
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<BR_NewInventory>4</BR_NewInventory>
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<BR_UsedInventory>1</BR_UsedInventory>
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<BR_UsedInventory>1</BR_UsedInventory>
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<BR_ROF>20</BR_ROF>
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<BR_ROF>20</BR_ROF>
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<spreadPattern>ChokeImpModSpread</spreadPattern>
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<spreadPattern>Imp Mod Choke</spreadPattern>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<DamageChance>10</DamageChance>
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<DamageChance>10</DamageChance>
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<DirtIncreaseFactor>20.0</DirtIncreaseFactor>
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<DirtIncreaseFactor>20.0</DirtIncreaseFactor>
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@@ -21184,7 +21184,7 @@
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<BR_NewInventory>4</BR_NewInventory>
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<BR_NewInventory>4</BR_NewInventory>
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<BR_UsedInventory>1</BR_UsedInventory>
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<BR_UsedInventory>1</BR_UsedInventory>
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<BR_ROF>24</BR_ROF>
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<BR_ROF>24</BR_ROF>
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<spreadPattern>SawedoffSpread</spreadPattern>
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<spreadPattern>Sawed off</spreadPattern>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<DamageChance>10</DamageChance>
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<DamageChance>10</DamageChance>
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<DirtIncreaseFactor>20.0</DirtIncreaseFactor>
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<DirtIncreaseFactor>20.0</DirtIncreaseFactor>
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@@ -22010,7 +22010,7 @@
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<BR_ROF>28</BR_ROF>
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<BR_ROF>28</BR_ROF>
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<BurstToHitBonus>5</BurstToHitBonus>
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<BurstToHitBonus>5</BurstToHitBonus>
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<AutoFireToHitBonus>5</AutoFireToHitBonus>
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<AutoFireToHitBonus>5</AutoFireToHitBonus>
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<spreadPattern>SawedoffSpread</spreadPattern>
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<spreadPattern>Sawed off</spreadPattern>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<DamageChance>10</DamageChance>
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<DamageChance>10</DamageChance>
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<DirtIncreaseFactor>20.0</DirtIncreaseFactor>
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<DirtIncreaseFactor>20.0</DirtIncreaseFactor>
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@@ -40887,7 +40887,7 @@
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<BR_NewInventory>5</BR_NewInventory>
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<BR_NewInventory>5</BR_NewInventory>
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<BR_UsedInventory>2</BR_UsedInventory>
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<BR_UsedInventory>2</BR_UsedInventory>
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<RangeBonus>30</RangeBonus>
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<RangeBonus>30</RangeBonus>
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<spreadPattern>ChokeImpModSpread</spreadPattern>
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<spreadPattern>Imp Mod Choke</spreadPattern>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<STAND_MODIFIERS />
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<CROUCH_MODIFIERS />
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@@ -40917,7 +40917,7 @@
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<BR_NewInventory>5</BR_NewInventory>
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<BR_NewInventory>5</BR_NewInventory>
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<BR_UsedInventory>2</BR_UsedInventory>
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<BR_UsedInventory>2</BR_UsedInventory>
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<RangeBonus>40</RangeBonus>
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<RangeBonus>40</RangeBonus>
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<spreadPattern>ChokeFullSpread</spreadPattern>
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<spreadPattern>Full Choke</spreadPattern>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<STAND_MODIFIERS />
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<CROUCH_MODIFIERS />
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@@ -40948,7 +40948,7 @@
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<BR_UsedInventory>2</BR_UsedInventory>
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<BR_UsedInventory>2</BR_UsedInventory>
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<RangeBonus>60</RangeBonus>
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<RangeBonus>60</RangeBonus>
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<ToHitBonus>20</ToHitBonus>
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<ToHitBonus>20</ToHitBonus>
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<spreadPattern>ChokeRifledSpread</spreadPattern>
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<spreadPattern>Rifled Choke</spreadPattern>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<STAND_MODIFIERS />
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<CROUCH_MODIFIERS />
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@@ -4031,7 +4031,7 @@
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<bExplosive>4</bExplosive>
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<bExplosive>4</bExplosive>
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<bLeadership>13</bLeadership>
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<bLeadership>13</bLeadership>
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<bMedical>24</bMedical>
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<bMedical>24</bMedical>
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<bMechanical>0</bMechanical>
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<bMechanical>2</bMechanical>
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<bExpLevel>2</bExpLevel>
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<bExpLevel>2</bExpLevel>
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<bEvolution>0</bEvolution>
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<bEvolution>0</bEvolution>
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<bOldSkillTrait>6</bOldSkillTrait>
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<bOldSkillTrait>6</bOldSkillTrait>
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@@ -4506,7 +4506,7 @@
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<bExplosive>56</bExplosive>
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<bExplosive>56</bExplosive>
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<bLeadership>11</bLeadership>
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<bLeadership>11</bLeadership>
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<bMedical>9</bMedical>
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<bMedical>9</bMedical>
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<bMechanical>0</bMechanical>
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<bMechanical>5</bMechanical>
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<bExpLevel>1</bExpLevel>
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<bExpLevel>1</bExpLevel>
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<bEvolution>0</bEvolution>
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<bEvolution>0</bEvolution>
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<bOldSkillTrait>3</bOldSkillTrait>
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<bOldSkillTrait>3</bOldSkillTrait>
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@@ -17236,7 +17236,7 @@
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<bExplosive>69</bExplosive>
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<bExplosive>69</bExplosive>
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<bLeadership>1</bLeadership>
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<bLeadership>1</bLeadership>
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<bMedical>0</bMedical>
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<bMedical>0</bMedical>
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<bMechanical>0</bMechanical>
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<bMechanical>7</bMechanical>
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<bExpLevel>1</bExpLevel>
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<bExpLevel>1</bExpLevel>
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<bEvolution>0</bEvolution>
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<bEvolution>0</bEvolution>
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<bOldSkillTrait>3</bOldSkillTrait>
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<bOldSkillTrait>3</bOldSkillTrait>
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@@ -24148,7 +24148,7 @@
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<bExplosive>85</bExplosive>
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<bExplosive>85</bExplosive>
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<bLeadership>2</bLeadership>
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<bLeadership>2</bLeadership>
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<bMedical>31</bMedical>
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<bMedical>31</bMedical>
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<bMechanical>0</bMechanical>
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<bMechanical>11</bMechanical>
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<bExpLevel>1</bExpLevel>
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<bExpLevel>1</bExpLevel>
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<bEvolution>0</bEvolution>
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<bEvolution>0</bEvolution>
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<bOldSkillTrait>3</bOldSkillTrait>
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<bOldSkillTrait>3</bOldSkillTrait>
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@@ -80,7 +80,7 @@ Doing so makes everything a lot easier to read.
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|
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-->
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-->
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<SPREADPATTERN>
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<SPREADPATTERN>
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<NAME>DefaultSpread</NAME>
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<NAME>Default</NAME>
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<DESC>First pellet straight ahead, then follow the original game's shotgun pattern, then wide random spread.</DESC>
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<DESC>First pellet straight ahead, then follow the original game's shotgun pattern, then wide random spread.</DESC>
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<!-- First fires straight -->
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<!-- First fires straight -->
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<p><x> 0.0000</x><y> 0.0000</y></p>
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<p><x> 0.0000</x><y> 0.0000</y></p>
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@@ -100,17 +100,17 @@ Doing so makes everything a lot easier to read.
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*** Section for AmmoType spread patterns ***
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*** Section for AmmoType spread patterns ***
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-->
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-->
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<SPREADPATTERN>
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<SPREADPATTERN>
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<NAME>BuckshotSpread</NAME>
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<NAME>Buckshot</NAME>
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<DESC>Spread range slightly wider than the original game.</DESC>
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<DESC>Spread range slightly wider than the original game.</DESC>
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<xspread>0.0150</xspread> <yspread>0.0150</yspread>
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<xspread>0.0150</xspread> <yspread>0.0150</yspread>
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</SPREADPATTERN>
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</SPREADPATTERN>
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<SPREADPATTERN>
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<SPREADPATTERN>
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<NAME>FlechetteSpread</NAME>
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<NAME>Flechette</NAME>
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<DESC>Flechettes spread much wider than shot.</DESC>
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<DESC>Flechettes spread much wider than shot.</DESC>
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<xspread>0.0250</xspread> <yspread>0.0250</yspread>
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<xspread>0.0250</xspread> <yspread>0.0250</yspread>
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</SPREADPATTERN>
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</SPREADPATTERN>
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<SPREADPATTERN>
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<SPREADPATTERN>
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<NAME>DuplexSpread</NAME>
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<NAME>Duplex</NAME>
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<DESC>Also for triplex, quadplex, or any other inline multiple projectile.</DESC>
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<DESC>Also for triplex, quadplex, or any other inline multiple projectile.</DESC>
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<xspread>0.0120</xspread> <yspread>0.0120</yspread>
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<xspread>0.0120</xspread> <yspread>0.0120</yspread>
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<p><x> 0.0000</x><y> 0.0000</y></p>
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<p><x> 0.0000</x><y> 0.0000</y></p>
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@@ -119,7 +119,7 @@ Doing so makes everything a lot easier to read.
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*** Section for Ammo item specific spread patterns ***
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*** Section for Ammo item specific spread patterns ***
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-->
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-->
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<SPREADPATTERN>
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<SPREADPATTERN>
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<NAME>12gaTungstenSpread</NAME>
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<NAME>Tungsten</NAME>
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<DESC>
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<DESC>
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(not used anywhere right now, just an example)
|
(not used anywhere right now, just an example)
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Tungsten shot groups better and hits harder at range.
|
Tungsten shot groups better and hits harder at range.
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@@ -132,7 +132,7 @@ Doing so makes everything a lot easier to read.
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*** Section for Weapon item specific spread patterns ***
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*** Section for Weapon item specific spread patterns ***
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-->
|
-->
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<SPREADPATTERN>
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<SPREADPATTERN>
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<NAME>FlamerSpread</NAME>
|
<NAME>Flamer</NAME>
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<DESC>Flamethrower more spread out. Uses static angles, unchanged from original game.</DESC>
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<DESC>Flamethrower more spread out. Uses static angles, unchanged from original game.</DESC>
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<p><x> 0.0000</x><y> 0.0000</y></p>
|
<p><x> 0.0000</x><y> 0.0000</y></p>
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<p><x>-0.1200</x><y> 0.0000</y></p>
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<p><x>-0.1200</x><y> 0.0000</y></p>
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@@ -145,7 +145,7 @@ Doing so makes everything a lot easier to read.
|
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<p><x>+0.0080</x><y>+0.0080</y></p>
|
<p><x>+0.0080</x><y>+0.0080</y></p>
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</SPREADPATTERN>
|
</SPREADPATTERN>
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<SPREADPATTERN>
|
<SPREADPATTERN>
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<NAME>SawedoffSpread</NAME>
|
<NAME>Sawed off</NAME>
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<DESC>
|
<DESC>
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Very wide spread from a crudely cut-off barrel.
|
Very wide spread from a crudely cut-off barrel.
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Use weapon based spread patterns spareingly, since ammo will likely be tweaked to have a specific
|
Use weapon based spread patterns spareingly, since ammo will likely be tweaked to have a specific
|
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@@ -157,17 +157,17 @@ Doing so makes everything a lot easier to read.
|
|||||||
*** Section for Attachment item specific spread patterns ***
|
*** Section for Attachment item specific spread patterns ***
|
||||||
-->
|
-->
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<SPREADPATTERN>
|
<SPREADPATTERN>
|
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<NAME>DuckbillSpread</NAME>
|
<NAME>Duckbill</NAME>
|
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<DESC>Duckbill flattens the spread and makes it wider horizontally.</DESC>
|
<DESC>Duckbill flattens the spread and makes it wider horizontally.</DESC>
|
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<xspread>0.0350</xspread> <yspread>0.0050</yspread>
|
<xspread>0.0350</xspread> <yspread>0.0050</yspread>
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||||||
</SPREADPATTERN>
|
</SPREADPATTERN>
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<SPREADPATTERN>
|
<SPREADPATTERN>
|
||||||
<NAME>ChokeImpModSpread</NAME>
|
<NAME>Imp Mod Choke</NAME>
|
||||||
<DESC>A improved modified choke for standard 12ga shotguns.</DESC>
|
<DESC>A improved modified choke for standard 12ga shotguns.</DESC>
|
||||||
<xspread>0.0110</xspread> <yspread>0.0100</yspread>
|
<xspread>0.0110</xspread> <yspread>0.0100</yspread>
|
||||||
</SPREADPATTERN>
|
</SPREADPATTERN>
|
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<SPREADPATTERN>
|
<SPREADPATTERN>
|
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<NAME>ChokeFullSpread</NAME>
|
<NAME>Full Choke</NAME>
|
||||||
<DESC>A full choke for standard 12ga shotguns.
|
<DESC>A full choke for standard 12ga shotguns.
|
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Not for use with slugs or steel shot!
|
Not for use with slugs or steel shot!
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||||||
Well, in real life, but it won't hurt you in the game.
|
Well, in real life, but it won't hurt you in the game.
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@@ -176,7 +176,7 @@ Doing so makes everything a lot easier to read.
|
|||||||
<xspread>0.0080</xspread> <yspread>0.0080</yspread>
|
<xspread>0.0080</xspread> <yspread>0.0080</yspread>
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||||||
</SPREADPATTERN>
|
</SPREADPATTERN>
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<SPREADPATTERN>
|
<SPREADPATTERN>
|
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<NAME>ChokeRifledSpread</NAME>
|
<NAME>Rifled Choke</NAME>
|
||||||
<DESC>A rifled choke for standard 12ga shotguns.
|
<DESC>A rifled choke for standard 12ga shotguns.
|
||||||
This is a little bit of a hack, and a good example of what can be done when getting creative.
|
This is a little bit of a hack, and a good example of what can be done when getting creative.
|
||||||
Rifled chokes are intended to increase the range and accuracy of slugs.
|
Rifled chokes are intended to increase the range and accuracy of slugs.
|
||||||
@@ -193,13 +193,13 @@ Doing so makes everything a lot easier to read.
|
|||||||
*** Section for other unused, special case, testing, or quicky mod-related spread patterns ***
|
*** Section for other unused, special case, testing, or quicky mod-related spread patterns ***
|
||||||
-->
|
-->
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||||||
<SPREADPATTERN>
|
<SPREADPATTERN>
|
||||||
<NAME>RandomSpread</NAME>
|
<NAME>Random</NAME>
|
||||||
<DESC>Random angles, from straight ahead to straight back, up, down, left, right.</DESC>
|
<DESC>Random angles, from straight ahead to straight back, up, down, left, right.</DESC>
|
||||||
<method>Rectangle</method>
|
<method>Rectangle</method>
|
||||||
<xspread>3.1415</xspread> <yspread>3.1415</yspread>
|
<xspread>3.1415</xspread> <yspread>3.1415</yspread>
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||||||
</SPREADPATTERN>
|
</SPREADPATTERN>
|
||||||
<SPREADPATTERN>
|
<SPREADPATTERN>
|
||||||
<NAME>CrazySpread</NAME>
|
<NAME>Crazy</NAME>
|
||||||
<DESC>Everything firing with moderate spread, but backwards</DESC>
|
<DESC>Everything firing with moderate spread, but backwards</DESC>
|
||||||
<p><x>+3.1415</x><y> 0.0000</y></p>
|
<p><x>+3.1415</x><y> 0.0000</y></p>
|
||||||
<p><x>-3.1415</x><y> 0.0000</y></p>
|
<p><x>-3.1415</x><y> 0.0000</y></p>
|
||||||
@@ -209,7 +209,7 @@ Doing so makes everything a lot easier to read.
|
|||||||
<p><x>-3.0000</x><y>-0.0100</y></p>
|
<p><x>-3.0000</x><y>-0.0100</y></p>
|
||||||
</SPREADPATTERN>
|
</SPREADPATTERN>
|
||||||
<SPREADPATTERN>
|
<SPREADPATTERN>
|
||||||
<NAME>AxisSpread</NAME>
|
<NAME>Axis</NAME>
|
||||||
<DESC>In straight lines along every axis</DESC>
|
<DESC>In straight lines along every axis</DESC>
|
||||||
<p><x> 0.0000</x><y> 0.0000</y></p> <!-- forward -->
|
<p><x> 0.0000</x><y> 0.0000</y></p> <!-- forward -->
|
||||||
<p><x>+3.1415</x><y> 0.0000</y></p> <!-- backward -->
|
<p><x>+3.1415</x><y> 0.0000</y></p> <!-- backward -->
|
||||||
|
|||||||
Reference in New Issue
Block a user