package Items
using RTDB, BaseStats, Prereqs

[ EP1 ]
[ notQueryable ]
BlackwallForce : Base_Chao
{
	CName[] tags += 
	[
		"BlackwallForce"
	];
	CName audioName = "";
	statModifiers = 
	[
		{
			float value = 12.f;
		} : SmartGunHipLockingAnglePitchModifier, 
		{
			float value = 24.f;
		} : SmartGunHipLockingAngleYawModifier, 
		{
			value = 12.f;
		} : SmartGunHipTargetableAnglePitchModifier, 
		{
			value = 12.f;
		} : SmartGunHipTargetableAngleYawModifier, 
		"BaseStats.SmartGunTargetAcquisitionRangeModifier", {
			value = 70.f;
		} : EffectiveRangeModifier, 
		{
			value = 20.f;
		} : SmartGunHipMaxLockedTargetsModifier, 
		{
			value = 1.f;
		} : CycleTimeModifier, 
		{
			value = 0.f;
		} : MagazineCapacityModifier, 
		{
			value = 1000.f;
		} : ReloadTimeModifier, 
		{
			value = 1000.f;
		} : EmptyReloadTimeModifier, 
		{
			statType = "BaseStats.SmartGunHipTimeToLock";
			modifierType = "Multiplier";
			value = 0f;
		} : ConstantStatModifier, 
		{
			statType = "BaseStats.SmartGunAdsTimeToLock";
			modifierType = "Multiplier";
			value = 0f;
		} : ConstantStatModifier, 
		{
			statType = "BaseStats.SmartGunHipTimeToUnlock";
			modifierType = "Multiplier";
			value = 0f;
		} : ConstantStatModifier, 
		{
			statType = "BaseStats.SmartGunAdsTimeToUnlock";
			modifierType = "Multiplier";
			value = 0f;
		} : ConstantStatModifier, 
		{
			statType = "BaseStats.SmartGunTimeToRemoveOccludedTarget";
			modifierType = "Multiplier";
			value = 0f;
		} : ConstantStatModifier, 
		{
			statType = "BaseStats.CanShootWhileCarryingBody";
			modifierType = "Additive";
			value = 1f;
		} : ConstantStatModifier, 
		{
			statType = "BaseStats.IsItemIconic";
			modifierType = "Additive";
			value = 1f;
		} : ConstantStatModifier, 
		{
			statType = "BaseStats.ItemRequiresSmartLink";
			modifierType = "Multiplier";
			value = 0.0f;
		} : ConstantStatModifier, 
		{
			statType = "BaseStats.SmartGunDisableOnReload";
			modifierType = "Multiplier";
			value = 0.0f;
		} : ConstantStatModifier
	];
	fk< Crosshair > crosshair = "Crosshairs.BlackwallForce";
	fk< WeaponFxPackage > fxPackage = "";
	float minRandomDelay = 0;
	float maxRandomDelay = 0.1;
	int numberOfHandAnims = 4;
}

