package RTDB

Gadget : WeaponItem
{
	displayName = "Generic gadget";
	localizedDescription = "Generic gadget description";
	itemCategory = "ItemCategory.Gadget";
	placementSlots = 
	[
		"AttachmentSlots.WeaponLeft"
	];
	equipArea = "EquipmentArea.QuickSlot";
	tags = 
	[
		"Gadget"
	];
	objectActions = [];
	statModifiers = 
	[
		"BaseStats.BaseAudioStimRangeMultiplier", "BaseStats.BaseVisualStimRangeMultiplier"
	];
	isSingleInstance = true;
}

Grenade : Gadget
{
	fk< ItemStructure > itemStructure = "ItemStructure.BlueprintStackable";
	fk< Crosshair > crosshair = "Crosshairs.None";
	buyPrice = 
	[
		"Price.ConsumableBasePrice", "Price.ItemQualityMultiplier", "Price.PlusTierMultiplier", "Price.BuyPrice_StreetCred_Discount"
	];
	sellPrice = [];
	iconPath = "granade_generic";
	CName[] tags += 
	[
		"Grenade", "PreemptivePooled", "ChargedConsumable"
	];
	CName animFeatureName = "WeaponData_Grenade";
	fk< ItemType > itemType = "ItemType.Gad_Grenade";
	placementSlots += 
	[
		"AttachmentSlots.GrenadeLeft", "AttachmentSlots.GrenadeRight"
	];
	fk< GrenadeDeliveryMethod > deliveryMethod = "";
	fk< Attack > attack = "";
	fk< Attack > shallowWaterAttack = "";
	fk< Attack > deepWaterAttack = "";
	fk< Attack > additionalAttack = "";
	fk< Attack > npcHitReactionAttack = "";
	fk< Attack > enemyAttack = "";
	fk< Attack > enhancedPerkAttack = "";
	float attackRadius = 1.f;
	float enhancedAttackRadiusFromPerk = 0.f;
	float attackDuration = 0.f;
	float enhancedAttackDurationFromPerk = 0.f;
	bool removeMeshOnDetonation = true;
	bool releaseOnDetonation = true;
	float shootCollisionEnableDelay = 0.25f;
	string detonationSound = "";
	float detonationStimRadius = -1.f;
	float underwaterDetonationStimRadius = -1.f;
	fk< StimType > detonationStimType = "StimTypes.Explosion";
	string detonationRumbleName = "heavy_slow";
	string underwaterDetonationRumbleName = "heavy_slow";
	float[] rotationAxesX = 
	[
		1.0f
	];
	float[] rotationAxesY = 
	[
		0.0f
	];
	float[] rotationAxesZ = 
	[
		0.0f
	];
	float[] rotationAxesSpeeds = 
	[
		180.0f
	];
	int randomRotationAxes = 2;
	float rotationSpeedMin = 150.0f;
	float rotationSpeedMax = 200.0f;
	bool useSeed = false;
	int seed = 0;
	bool spawnFxAtWaterSurface = true;
	float shallowWaterDepth = -0.05f;
	float deepWaterDepth = -0.5f;
	float sinkingDepth = -0.1f;
	float sinkingDetonationDelay = 1.5f;
	float waterSurfaceImpactImpulseRadius = 0.f;
	float waterSurfaceImpactImpulseStrength = 0.f;
	float waterDetonationImpulseRadiusCoef = 0.f;
	float waterDetonationImpulseStrength = 0.f;
	float storyDifficultySelfDamagePerTick = 0.f;
	float normalDifficultySelfDamagePerTick = 0.f;
	float hardDifficultySelfDamagePerTick = 0.f;
	float veryHardDifficultySelfDamagePerTick = 0.f;
	float npc_storyDifficultySelfDamagePerTick = 0.f;
	float npc_normalDifficultySelfDamagePerTick = 0.f;
	float npc_hardDifficultySelfDamagePerTick = 0.f;
	float npc_veryHardDifficultySelfDamagePerTick = 0.f;
	replicateWhenNotActive = true;
	fk< StatModifier >[] statModifiers += 
	[
		"Items.GrenadeQuantity"
	];
}

