Add Pulse Weapons
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@@ -21055,6 +21055,147 @@ turn_rate = 90
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lootable = true
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LODranges = 0, 999999
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; ECLIPSE
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[Munition]
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nickname = special_gun20_ammo
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hp_type = hp_gun
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requires_ammo = false
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hit_pts = 2
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hull_damage = 875
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energy_damage = 175
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one_shot_sound = fire_tachyon5
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munition_hit_effect = eclipse_impact
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const_effect = eclipse_proj
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lifetime = 0.8
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force_gun_ori = false
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mass = 1
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volume = 0.0001
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[Gun]
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nickname = special_gun20
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ids_name = 299018
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ids_info = 299019
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DA_archetype = equipment\models\weapons\co_proton_cooker.cmp
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material_library = equipment\models\ge_equip.mat
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HP_child = HPConnect
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hit_pts = 6752
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explosion_resistance = 1
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debris_type = debris_normal
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parent_impulse = 20
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child_impulse = 80
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volume = 0
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mass = 10
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hp_gun_type = hp_gun_special_10
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damage_per_fire = 0
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power_usage = 195.8
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refire_delay = 0.330000
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muzzle_velocity = 750
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toughness = 17.600000
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flash_particle_name = eclipse_flash
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flash_radius = 15
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light_anim = l_gun01_flash
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projectile_archetype = special_gun20_ammo
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separation_explosion = sever_debris
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auto_turret = false
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turn_rate = 90
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lootable = true
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LODranges = 0, 40, 80, 150
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; NIGHTFALL
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[Munition]
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nickname = special_gun21_ammo
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hp_type = hp_gun
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requires_ammo = false
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hit_pts = 2
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hull_damage = 925
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energy_damage = 135
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one_shot_sound = fire_tachyon5
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munition_hit_effect = nightfall_impact
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const_effect = nightfall_proj
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lifetime = 1
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force_gun_ori = false
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mass = 1
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volume = 0.0001
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[Gun]
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nickname = special_gun21
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ids_name = 299020
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ids_info = 299021
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DA_archetype = equipment\models\weapons\co_proton_cooker.cmp
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material_library = equipment\models\ge_equip.mat
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HP_child = HPConnect
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hit_pts = 6752
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explosion_resistance = 1
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debris_type = debris_normal
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parent_impulse = 20
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child_impulse = 80
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volume = 0
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mass = 10
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hp_gun_type = hp_gun_special_10
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damage_per_fire = 0
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power_usage = 190.8
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refire_delay = 0.330000
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muzzle_velocity = 700
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toughness = 17.600000
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flash_particle_name = nightfall_flash
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flash_radius = 15
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light_anim = l_gun01_flash
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projectile_archetype = special_gun21_ammo
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separation_explosion = sever_debris
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auto_turret = false
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turn_rate = 90
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lootable = true
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LODranges = 0, 40, 80, 150
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; NIGHTFALL
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[Munition]
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nickname = special_gun22_ammo
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hp_type = hp_gun
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requires_ammo = false
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hit_pts = 2
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hull_damage = 925
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energy_damage = 132
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one_shot_sound = fire_tachyon5
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munition_hit_effect = spectre_impact
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const_effect = spectre_proj
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lifetime = 1.166
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force_gun_ori = false
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mass = 1
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volume = 0.0001
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[Gun]
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nickname = special_gun22
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ids_name = 299020
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ids_info = 299021
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DA_archetype = equipment\models\weapons\co_proton_cooker.cmp
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material_library = equipment\models\ge_equip.mat
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HP_child = HPConnect
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hit_pts = 6752
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explosion_resistance = 1
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debris_type = debris_normal
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parent_impulse = 20
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child_impulse = 80
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volume = 0
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mass = 10
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hp_gun_type = hp_gun_special_10
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damage_per_fire = 0
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power_usage = 185.8
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refire_delay = 0.330000
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muzzle_velocity = 600
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toughness = 17.600000
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flash_particle_name = spectre_flash
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flash_radius = 15
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light_anim = l_gun01_flash
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projectile_archetype = special_gun22_ammo
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separation_explosion = sever_debris
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auto_turret = false
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turn_rate = 90
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lootable = true
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LODranges = 0, 40, 80, 150
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; Scythe Mk I
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[Munition]
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@@ -21153,6 +21294,251 @@ turn_rate = 90
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lootable = true
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LODranges = 0, 999999
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; Pulse Laser Purple
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[Munition]
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nickname = rem_gun01_mark05_ammo
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hp_type = hp_gun
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requires_ammo = false
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hit_pts = 2
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hull_damage = 120.5
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energy_damage = 175
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weapon_type = W_Pulse01
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one_shot_sound = fire_photon5
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;munition_hit_effect = ci_photon_04_impact
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const_effect = no_pulse_proj
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lifetime = 0.8
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force_gun_ori = false
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mass = 1
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volume = 0.0001
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[Gun]
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nickname = rem_gun01_mark05
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ids_name = 299054
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ids_info = 299055
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DA_archetype = equipment\models\weapons\li_laser_beam.cmp
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material_library = equipment\models\li_equip.mat
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HP_child = HPConnect
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hit_pts = 6752
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explosion_resistance = 1
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debris_type = debris_normal
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parent_impulse = 20
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child_impulse = 80
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volume = 0
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mass = 10
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hp_gun_type = hp_gun_special_9
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damage_per_fire = 0
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power_usage = 61.12
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refire_delay = 0.17
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muzzle_velocity = 750
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use_animation = Sc_fire
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toughness = 19.6
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flash_particle_name = no_pulse_flash
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flash_radius = 15
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light_anim = l_gun01_flash
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projectile_archetype = rem_gun01_mark05_ammo
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separation_explosion = sever_debris
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auto_turret = false
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turn_rate = 90
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lootable = true
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LODranges = 0, 999999
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; Pulse Laser Red
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[Munition]
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nickname = rem_gun02_mark05_ammo
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hp_type = hp_gun
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requires_ammo = false
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hit_pts = 2
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hull_damage = 120.5
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energy_damage = 175
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weapon_type = W_Pulse01
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one_shot_sound = fire_photon5
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;munition_hit_effect = ci_photon_04_impact
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const_effect = br_pulse_proj
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lifetime = 0.8
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force_gun_ori = false
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mass = 1
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volume = 0.0001
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[Gun]
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nickname = rem_gun02_mark05
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ids_name = 299056
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ids_info = 299057
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DA_archetype = equipment\models\weapons\li_laser_beam.cmp
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material_library = equipment\models\li_equip.mat
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HP_child = HPConnect
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hit_pts = 6752
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explosion_resistance = 1
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debris_type = debris_normal
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parent_impulse = 20
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child_impulse = 80
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volume = 0
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mass = 10
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hp_gun_type = hp_gun_special_9
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damage_per_fire = 0
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power_usage = 61.12
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refire_delay = 0.17
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muzzle_velocity = 750
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use_animation = Sc_fire
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toughness = 19.6
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flash_particle_name = br_pulse_flash
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flash_radius = 15
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light_anim = l_gun01_flash
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projectile_archetype = rem_gun02_mark05_ammo
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separation_explosion = sever_debris
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auto_turret = false
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turn_rate = 90
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lootable = true
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LODranges = 0, 999999
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; Pulse Laser Yellow
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[Munition]
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nickname = rem_gun03_mark05_ammo
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hp_type = hp_gun
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requires_ammo = false
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hit_pts = 2
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hull_damage = 120.5
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energy_damage = 175
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weapon_type = W_Pulse01
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one_shot_sound = fire_photon5
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;munition_hit_effect = ci_photon_04_impact
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const_effect = ku_pulse_proj
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lifetime = 0.8
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force_gun_ori = false
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mass = 1
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volume = 0.0001
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[Gun]
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nickname = rem_gun03_mark05
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ids_name = 299058
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ids_info = 299059
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DA_archetype = equipment\models\weapons\li_laser_beam.cmp
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material_library = equipment\models\li_equip.mat
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HP_child = HPConnect
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hit_pts = 6752
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explosion_resistance = 1
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debris_type = debris_normal
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parent_impulse = 20
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child_impulse = 80
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volume = 0
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mass = 10
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hp_gun_type = hp_gun_special_9
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damage_per_fire = 0
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power_usage = 61.12
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refire_delay = 0.17
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muzzle_velocity = 750
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use_animation = Sc_fire
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toughness = 19.6
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flash_particle_name = ku_pulse_flash
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flash_radius = 15
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light_anim = l_gun01_flash
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projectile_archetype = rem_gun03_mark05_ammo
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separation_explosion = sever_debris
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auto_turret = false
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turn_rate = 90
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lootable = true
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LODranges = 0, 999999
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; Pulse Laser Blue
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[Munition]
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nickname = rem_gun04_mark05_ammo
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hp_type = hp_gun
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requires_ammo = false
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hit_pts = 2
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hull_damage = 120.5
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energy_damage = 175
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weapon_type = W_Pulse01
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one_shot_sound = fire_photon5
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;munition_hit_effect = ci_photon_04_impact
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const_effect = li_pulse_proj
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lifetime = 0.8
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force_gun_ori = false
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mass = 1
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volume = 0.0001
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[Gun]
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nickname = rem_gun04_mark05
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ids_name = 299060
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ids_info = 299061
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DA_archetype = equipment\models\weapons\li_laser_beam.cmp
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material_library = equipment\models\li_equip.mat
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HP_child = HPConnect
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hit_pts = 6752
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explosion_resistance = 1
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debris_type = debris_normal
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parent_impulse = 20
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child_impulse = 80
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volume = 0
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mass = 10
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hp_gun_type = hp_gun_special_9
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damage_per_fire = 0
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power_usage = 61.12
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refire_delay = 0.17
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muzzle_velocity = 750
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use_animation = Sc_fire
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toughness = 19.6
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flash_particle_name = li_pulse_flash
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flash_radius = 15
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light_anim = l_gun01_flash
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projectile_archetype = rem_gun04_mark05_ammo
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separation_explosion = sever_debris
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auto_turret = false
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turn_rate = 90
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lootable = true
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LODranges = 0, 999999
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; Pulse Laser Green
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[Munition]
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nickname = rem_gun05_mark05_ammo
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hp_type = hp_gun
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requires_ammo = false
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hit_pts = 2
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hull_damage = 120.5
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energy_damage = 175
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weapon_type = W_Pulse01
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one_shot_sound = fire_photon5
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;munition_hit_effect = ci_photon_04_impact
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const_effect = rh_pulse_proj
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lifetime = 0.8
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force_gun_ori = false
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mass = 1
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volume = 0.0001
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[Gun]
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nickname = rem_gun05_mark05
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ids_name = 299062
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ids_info = 299063
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DA_archetype = equipment\models\weapons\li_laser_beam.cmp
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material_library = equipment\models\li_equip.mat
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HP_child = HPConnect
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hit_pts = 6752
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explosion_resistance = 1
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debris_type = debris_normal
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parent_impulse = 20
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child_impulse = 80
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volume = 0
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mass = 10
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hp_gun_type = hp_gun_special_9
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damage_per_fire = 0
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power_usage = 61.12
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refire_delay = 0.17
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muzzle_velocity = 750
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use_animation = Sc_fire
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toughness = 19.6
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flash_particle_name = rh_pulse_flash
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flash_radius = 15
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light_anim = l_gun01_flash
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projectile_archetype = rem_gun05_mark05_ammo
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separation_explosion = sever_debris
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auto_turret = false
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turn_rate = 90
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lootable = true
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LODranges = 0, 999999
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[Munition]
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nickname = small_station_turret_ammo
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hp_type = hp_gun
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