package Items
using RTDB, BaseStats

grenadeLauncher : WeaponItem
{
	displayName = "Grenade launcher cyberwear";
	fk< ConstantStatModifier > price = 
	{
		statType = "BaseStats.Price";
		modifierType = "Additive";
		value = 55;
	} : ConstantStatModifier;
	localizedDescription = "Special cyberwear that enchance usual process of grenade throwing, very handy";
	string friendlyName = "grenadeLauncher";
	CName entityName = "grenade_spawner";
	fk< StatModifier >[] statModifiers = 
	[
		"Items.weapon_grenade_Stat_ChargeDischargeTimeModifier", "Items.weapon_grenade_Stat_ChargeMaxTimeInChargedStateModifier", "Items.weapon_grenade_Stat_ChargeReadyPercentageModifier", "Items.weapon_grenade_Stat_ChargeTimeModifier", "Items.weapon_grenade_Stat_MagCapacityModifier", "BaseStats.SlideWhenLeaningOutOfCoverModifier", "BaseStats.BlockLocomotionWhenLeaningOutOfCoverModifier", {
			float value = 50.f;
		} : PhysicalImpulseModifier
	];
	fk< AttachmentSlot >[] placementSlots = 
	[
		"AttachmentSlots.WeaponLeft"
	];
	CName[] tags = 
	[
		"CombatGadgets", "WeaponAttachment", "Core", "Attack_Projectile", "Cyberware", "Preload"
	];
	fk< TriggerMode >[] triggerModes = 
	[
		"TriggerMode.Charge"
	];
	fk< ItemCategory > itemCategory = "ItemCategory.Gadget";
	fk< ItemType > itemType = "ItemType.Gad_Grenade";
	fk< Attack >[] attacks = 
	[
		"Attacks.BaseProjectile"
	];
	CName stateMachineName = "CombatGadget";
	animFeatureName = "WeaponData_Grenade";
}

weapon_grenade_Stat_MagCapacityModifier : MagazineCapacityModifier
{
	float value = 0;
}

weapon_grenade_Stat_ChargeDischargeTimeModifier : ChargeDischargeTimeModifier
{
	float value = 3;
}

weapon_grenade_Stat_ChargeMaxTimeInChargedStateModifier : ChargeMaxTimeInChargedStateModifier
{
	float value = 2;
}

weapon_grenade_Stat_ChargeReadyPercentageModifier : ChargeReadyPercentageModifier
{
	float value = 0.75f;
}

weapon_grenade_Stat_ChargeTimeModifier : ChargeTimeModifier
{
	float value = 3;
}

