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Binary file modified Resources/Audio/_DV/Weapons/Guns/Gunshots/typewriter.ogg
Binary file not shown.
Original file line number Diff line number Diff line change
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- type: entity
id: CSWeaponEnergySubMachineGunProcessor
parent: [ CSBaseWeaponSMGPowerCell, BaseGunWieldable ]
name: Processor
description: The Typewriter's battery operated variant. Fry 'em, fella's.
components:
- type: Sprite
sprite: _CS/Objects/Weapons/Guns/Battery/processor.rsi
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: Item
sprite: _CS/Objects/Weapons/Guns/Battery/processor.rsi
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: true
Original file line number Diff line number Diff line change
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#region frame
- type: entity
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is this just a clone of NFBaseWeaponFrameEnergyPistol? Might not be required if we can just parent off the NF version.

id: CSBaseWeaponFrameEnergyPistol
parent: [ NFBaseWeaponEncumbrancePistol, BaseWeaponBatterySmall, BaseC1ContrabandUnredeemable ]
suffix: Frontier
abstract: true
components:
- type: Sprite
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: true
- type: Appearance
- type: Gun
projectileSpeed: 50
minAngle: 2.1
maxAngle: 10.5
angleIncrease: 0.6
angleDecay: 3
fireRate: 3
selectedMode: SemiAuto
availableModes:
- SemiAuto
- type: Battery # Default: 16 shots with 60 fireCost
maxCharge: 960
startingCharge: 960
- type: BatterySelfRecharger
autoRecharge: true
autoRechargeRate: 3 # Default recharge rate: 1 shot per 20 seconds with 60 fireCost
- type: StaticPrice
price: 250
- type: NFWeaponDetails
class: weapon-details-class-pistol

#region manufacturer
- type: entity
id: CSBaseWeaponFrameEnergyPistolNanotrasen
parent: CSBaseWeaponFrameEnergyPistol
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consider re-parenting this if applicable.

abstract: true
components:
- type: Gun
minAngle: 2.4
maxAngle: 12
angleIncrease: 0.8
angleDecay: 2.7
fireRate: 2.6
- type: NFWeaponDetails
class: weapon-details-manufacturer-nanotrasen-munitions

- type: entity
id: CSBaseWeaponFrameEnergyPistolFrontierGunsmith
parent: CSBaseWeaponFrameEnergyPistol
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As above, might be fine to just parent off the NF variant.

abstract: true
components:
- type: Gun
minAngle: 3
maxAngle: 15
angleIncrease: 1.2
angleDecay: 3.8
fireRate: 2
- type: NFWeaponDetails
class: weapon-details-manufacturer-frontier-gunsmith-consortium

#region chamber
- type: entity
id: CSBaseWeaponEnergyPistolFireModes
abstract: true
components:
- type: Sprite
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mode-lethal
map: ["Firemode"]
shader: unshaded
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: Gun
examineCaliber: gun-examine-energybolt-low-disabler-pistol
soundGunshot:
path: /Audio/Weapons/Guns/Gunshots/laser.ogg
- type: ProjectileBatteryAmmoProvider
proto: NFBulletLaserLow
fireCost: 60
- type: EnergyGun
fireModes:
- proto: NFBulletDisabler
fireCost: 60
name: disable
state: disabler
- proto: NFBulletLaserLow
fireCost: 60
name: kill
state: lethal
- type: GenericVisualizer
visuals:
enum.EnergyGunFireModeVisuals.State:
Firemode:
Disabler: { state: mode-disabler }
Lethal: { state: mode-lethal }

- type: entity
id: CSBaseWeaponEnergyPistolDisabler
abstract: true
components:
- type: Gun
examineCaliber: gun-examine-energybolt-disabler-pistol
soundGunshot:
path: /Audio/Weapons/Guns/Gunshots/taser2.ogg
- type: ProjectileBatteryAmmoProvider
proto: NFBulletDisabler
fireCost: 60

- type: entity
id: CSBaseWeaponEnergyGunPractice
abstract: true
components:
- type: Gun
examineCaliber: gun-examine-energybolt-disabler-practice
soundGunshot:
path: /Audio/Weapons/Guns/Gunshots/taser2.ogg
- type: ProjectileBatteryAmmoProvider
proto: NFBulletLaserPractice
fireCost: 30

- type: entity
id: CSBaseWeaponEnergyPistolHitScan
abstract: true
components:
- type: Gun
examineCaliber: gun-examine-hitscan-low
soundGunshot:
path: /Audio/Weapons/Guns/Gunshots/laser.ogg
- type: HitscanBatteryAmmoProvider
proto: NFRedLightLaser
fireCost: 60

- type: entity
id: CSBaseWeaponEnergyPistolHitScanPulse
abstract: true
components:
- type: Gun
examineCaliber: gun-examine-pulse-low
soundGunshot:
path: /Audio/Weapons/Guns/Gunshots/laser3.ogg
- type: HitscanBatteryAmmoProvider
proto: NFPulse
fireCost: 60
Original file line number Diff line number Diff line change
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#region base
- type: entity
id: CSBaseWeaponFrameEnergySubMachineGun
parent: [ NFBaseWeaponEncumbranceSubMachineGun, BaseWeaponBattery ]
suffix: Frontier
abstract: true
components:
- type: Sprite
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: true
- type: Appearance
- type: Wieldable
unwieldOnUse: false
- type: GunWieldBonus
minAngle: -0.6
maxAngle: -2.2
- type: Gun
projectileSpeed: 50
minAngle: 2.5
maxAngle: 12.5
angleIncrease: 0.7
angleDecay: 3.5
fireRate: 4.5
selectedMode: FullAuto
availableModes:
- FullAuto
- type: Battery # Default: 40 shots with 60 fireCost
maxCharge: 2400
startingCharge: 2400
- type: BatterySelfRecharger
autoRecharge: true
autoRechargeRate: 3 # Default recharge rate: 1 shot per 20 seconds with 60 fireCost
- type: StaticPrice
price: 350
- type: NFWeaponDetails
class: weapon-details-class-submachine-gun

#Power Cell fed weapons
- type: entity
id: CSBaseWeaponSMGPowerCell
parent: BaseItem
abstract: true
components:
- type: Sprite
- type: Item
size: Huge
- type: AmmoCounter
- type: Gun
minAngle: 1.5
maxAngle: 18.5
angleIncrease: 1.0
angleDecay: 5.0
fireRate: 3.0
selectedMode: FullAuto
availableModes:
- FullAuto
soundGunshot:
path: /Audio/Weapons/Guns/Gunshots/laser.ogg
- type: HitscanBatteryAmmoProvider
proto: NFRedLightLaser # Frontier: RedLightLaser<NFRedLightLaser
fireCost: 60 # Frontier: 50<60
- type: ItemSlots
slots:
cell_slot:
name: Magazine
startingItem: PowerCellSmall
insertSound: /Audio/Weapons/Guns/MagIn/batrifle_magin.ogg
ejectSound: /Audio/Weapons/Guns/MagOut/batrifle_magout.ogg
whitelist:
tags:
- PowerCell
- PowerCellSmall
- type: PowerCellSlot
cellSlotId: cell_slot
- type: BatterySelfRecharger
autoRecharge: false
- type: Appearance
- type: StaticPrice
price: 500
- type: ContainerContainer
containers:
cell_slot: !type:ContainerSlot

#region manufacturer
- type: entity
id: CSBaseWeaponFrameEnergySubMachineGunNanotrasen
parent: CSBaseWeaponFrameEnergySubMachineGun
abstract: true
components:
- type: Gun
minAngle: 2.9
maxAngle: 14.5
angleIncrease: 1
angleDecay: 3.4
fireRate: 3.8
- type: NFWeaponDetails
manufacturer: weapon-details-manufacturer-nanotrasen-munitions

#region chamber
- type: entity
id: CSBaseWeaponEnergySubMachineGunFireModes
abstract: true
components:
- type: Sprite
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mode-lethal
map: ["Firemode"]
shader: unshaded
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: Gun
examineCaliber: gun-examine-energybolt-low-disabler-pistol
soundGunshot:
path: /Audio/_DV/Weapons/Guns/Gunshots/laser.ogg
- type: ProjectileBatteryAmmoProvider
proto: NFBulletLaserLow
fireCost: 60
- type: EnergyGun
fireModes:
- proto: NFBulletDisabler
fireCost: 60
name: disable
state: disabler
- proto: NFBulletLaserLow
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Just be aware this isn't the hitscan laser bullet, it's the red energy bolt. It should stay as that though, imo!

fireCost: 60
name: harm
state: lethal
- type: GenericVisualizer
visuals:
enum.EnergyGunFireModeVisuals.State:
Firemode:
Disabler: { state: mode-disabler }
Lethal: { state: mode-lethal }

- type: entity
id: CSBaseWeaponEnergySubMachineGunDisabler
abstract: true
components:
- type: Gun
examineCaliber: gun-examine-energybolt-disabler-pistol
soundGunshot:
path: /Audio/Weapons/Guns/Gunshots/taser2.ogg
- type: ProjectileBatteryAmmoProvider
proto: NFBulletDisabler
fireCost: 60

- type: entity
id: CSBaseWeaponEnergySubMachineGunHitScan
abstract: true
components:
- type: Gun
examineCaliber: gun-examine-hitscan-low
soundGunshot:
path: /Audio/Weapons/Guns/Gunshots/laser.ogg
- type: HitscanBatteryAmmoProvider
proto: NFRedLightLaser
fireCost: 60
Original file line number Diff line number Diff line change
Expand Up @@ -92,7 +92,7 @@
parent: [ BaseC2Contraband, CSBaseWeaponHeavySubMachineGunChamber40, CSBaseWeaponFrameHeavySubMachineGunFrontierGunsmith ]
name: Typewriter
description: |-
A modern take on the classic design used by mobsters throughout space and time.
A modern take on the classic design used by mobsters throughout space and time. Swiss em, fella's.
components:
- type: Gun
soundGunshot:
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