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// =========================================
// WeaponDef
// =========================================
use WeaponDef;
set block XFILE_BLOCK_TEMP;
set string szInternalName;
set name szInternalName;
set string szDisplayName;
set string szOverlayName;
set string szXAnims;
set assetref szXAnims ASSET_TYPE_XANIMPARTS;
set string szModeName;
set scriptstring hideTags;
set scriptstring notetrackSoundMapKeys;
set scriptstring notetrackSoundMapValues;
set reusable bounceSound;
set count bounceSound 29;
set string szAmmoName;
set string szClipName;
set string szSharedAmmoCapName;
set string szAltWeaponName;
set string aiVsAiAccuracyGraphName;
set string aiVsPlayerAccuracyGraphName;
set reusable aiVsAiAccuracyGraphKnots;
set count aiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount;
set reusable aiVsPlayerAccuracyGraphKnots;
set count aiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount;
set reusable originalAiVsAiAccuracyGraphKnots;
set count originalAiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount; // yeah it does not use original count
set reusable originalAiVsPlayerAccuracyGraphKnots;
set count originalAiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount; // yeah it does not use original count
set string szUseHintString;
set string dropHintString;
set string szScript;
set string fireRumble;
set string meleeImpactRumble;
reorder:
...
aiVsAiAccuracyGraphName
aiVsAiAccuracyGraphKnots
originalAiVsAiAccuracyGraphKnots
aiVsPlayerAccuracyGraphName
aiVsPlayerAccuracyGraphKnots
originalAiVsPlayerAccuracyGraphKnots;
// SndAliasCustom
use SndAliasCustom;
set count name 1;
set reusable name;
set condition sound never;
// snd_alias_list_name
set string snd_alias_list_name::soundName;