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Sep 23rd, 2018
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  1. public override void InitStats()
  2. {
  3. base.InitStats();
  4. this.statCollection.AddStatistic<float>("MinRange", this.weaponDef.MinRange);
  5. this.statCollection.AddStatistic<float>("MinRangeMultiplier", 1f);
  6. this.statCollection.AddStatistic<float>("MaxRange", this.weaponDef.MaxRange);
  7. this.statCollection.AddStatistic<float>("MaxRangeModifier", 0f);
  8. this.statCollection.AddStatistic<float>("ShortRange", this.weaponDef.ShortRange);
  9. this.statCollection.AddStatistic<float>("MediumRange", this.weaponDef.MediumRange);
  10. this.statCollection.AddStatistic<float>("LongRange", this.weaponDef.LongRange);
  11. this.statCollection.AddStatistic<float>("HeatGenerated", (float)this.weaponDef.HeatGenerated);
  12. this.statCollection.AddStatistic<float>("HeatDamageModifier", this.weaponDef.HeatDamage);
  13. this.statCollection.AddStatistic<float>("CriticalChanceMultiplier", this.weaponDef.CriticalChanceMultiplier);
  14. this.statCollection.AddStatistic<int>("RefireModifier", this.weaponDef.RefireModifier);
  15. this.statCollection.AddStatistic<int>("ShotsWhenFired", this.weaponDef.ShotsWhenFired);
  16. base.StatCollection.AddStatistic<int>("ProjectilesPerShot", this.weaponDef.ProjectilesPerShot);
  17. this.statCollection.AddStatistic<int>("AttackRecoil", this.weaponDef.AttackRecoil);
  18. this.statCollection.AddStatistic<int>("InternalAmmo", this.weaponDef.StartingAmmoCapacity);
  19. base.StatCollection.AddStatistic<bool>("TemporarilyDisabled", false);
  20. if (this.Type == WeaponType.Melee)
  21. {
  22. ChassisDef chassis = ((Mech)this.parent).MechDef.Chassis;
  23. if (this.WeaponSubType == WeaponSubType.DFA)
  24. {
  25. this.statCollection.AddStatistic<float>("DamagePerShot", chassis.DFADamage);
  26. this.statCollection.AddStatistic<float>("Instability", chassis.DFAInstability);
  27. this.statCollection.AddStatistic<float>("AccuracyModifier", chassis.DFAToHitModifier);
  28. }
  29. else
  30. {
  31. this.statCollection.AddStatistic<float>("DamagePerShot", chassis.MeleeDamage);
  32. this.statCollection.AddStatistic<float>("Instability", chassis.MeleeInstability);
  33. this.statCollection.AddStatistic<float>("AccuracyModifier", chassis.MeleeToHitModifier);
  34. }
  35. this.statCollection.AddStatistic<int>("DamageVariance", 0);
  36. }
  37. else
  38. {
  39. this.statCollection.AddStatistic<float>("DamagePerShot", this.weaponDef.Damage);
  40. this.statCollection.AddStatistic<float>("Instability", this.weaponDef.Instability);
  41. this.statCollection.AddStatistic<float>("AccuracyModifier", this.weaponDef.AccuracyModifier);
  42. this.statCollection.AddStatistic<int>("DamageVariance", this.weaponDef.DamageVariance);
  43. }
  44. base.StatCollection.AddStatistic<float>("OverheatedDamageMultiplier", this.weaponDef.OverheatedDamageMultiplier);
  45. this.statCollection.AddStatistic<float>("HeatDamagePerShot", this.weaponDef.HeatDamage);
  46. this.ResetWeapon();
  47. }
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