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{fileID: 0} currentAttachmentSelectedIndex: 0 - Name: Fire Selector attachmentPlaceEnabled: 1 noAttachmentText: MANUAL attachmentPlaceInfoList: - Name: Automatic Fire attachmentEnabled: 1 attachmentActive: 0 currentlyActive: 0 attachmentUseHUD: 0 onlyEnabledWhileCarrying: 0 attachmentGameObject: {fileID: 1591297379080730} activateEvent: m_PersistentCalls: m_Calls: - m_Target: {fileID: 114478797815030256} m_MethodName: setAutomaticFireMode m_Mode: 6 m_Arguments: m_ObjectArgument: {fileID: 0} m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine m_IntArgument: 0 m_FloatArgument: 0 m_StringArgument: m_BoolArgument: 1 m_CallState: 2 deactivateEvent: m_PersistentCalls: m_Calls: - m_Target: {fileID: 114478797815030256} m_MethodName: setOriginalAutomaticFireMode m_Mode: 1 m_Arguments: m_ObjectArgument: {fileID: 0} m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine m_IntArgument: 0 m_FloatArgument: 0 m_StringArgument: m_BoolArgument: 1 m_CallState: 2 attachmentSlotManager: slotButton: {fileID: 0} attachmentNameText: {fileID: 0} attachmentSelectedIcon: {fileID: 0} attachmentHoverInfoPanelPosition: {fileID: 0} selectAttachmentSound: {fileID: 8300000, guid: d9b9f2df90409f04581ef099f0b9b5d7, type: 3} selectAttachmentAudioElement: audioPlayMethod: 1 audioEventName: clip: {fileID: 0} audioSourceName: audioSource: {fileID: 0} audioSourceAssigned: 0 useEventOnPress: 0 eventOnPress: m_PersistentCalls: m_Calls: [] useEventOnPressDown: 0 eventOnPressDown: m_PersistentCalls: m_Calls: [] useEventOnPressUp: 0 eventOnPressUp: m_PersistentCalls: m_Calls: [] useEventHandPosition: 0 activateEventHandPosition: m_PersistentCalls: m_Calls: [] deactivateEventHandPosition: m_PersistentCalls: m_Calls: [] useAttachmentHoverInfo: 1 attachmentHoverInfo: It sets the weapon into automatic shoot mode, firing the weapon while you hold the fire button. - Name: Burst Fire attachmentEnabled: 1 attachmentActive: 0 currentlyActive: 0 attachmentUseHUD: 0 onlyEnabledWhileCarrying: 0 attachmentGameObject: {fileID: 1810061910009178} activateEvent: m_PersistentCalls: m_Calls: - m_Target: {fileID: 114478797815030256} m_MethodName: setBurstModeState m_Mode: 6 m_Arguments: m_ObjectArgument: {fileID: 0} m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine m_IntArgument: 0 m_FloatArgument: 0 m_StringArgument: m_BoolArgument: 1 m_CallState: 2 deactivateEvent: m_PersistentCalls: m_Calls: - m_Target: {fileID: 114478797815030256} m_MethodName: setOriginalBurstMode m_Mode: 1 m_Arguments: m_ObjectArgument: {fileID: 0} m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine m_IntArgument: 0 m_FloatArgument: 0 m_StringArgument: m_BoolArgument: 0 m_CallState: 2 attachmentSlotManager: slotButton: {fileID: 0} attachmentNameText: {fileID: 0} attachmentSelectedIcon: {fileID: 0} attachmentHoverInfoPanelPosition: {fileID: 0} selectAttachmentSound: {fileID: 8300000, guid: d9b9f2df90409f04581ef099f0b9b5d7, type: 3} selectAttachmentAudioElement: audioPlayMethod: 1 audioEventName: clip: {fileID: 0} audioSourceName: audioSource: {fileID: 0} audioSourceAssigned: 0 useEventOnPress: 0 eventOnPress: m_PersistentCalls: m_Calls: [] useEventOnPressDown: 0 eventOnPressDown: m_PersistentCalls: m_Calls: [] useEventOnPressUp: 0 eventOnPressUp: m_PersistentCalls: m_Calls: [] useEventHandPosition: 0 activateEventHandPosition: m_PersistentCalls: m_Calls: [] deactivateEventHandPosition: m_PersistentCalls: m_Calls: [] useAttachmentHoverInfo: 1 attachmentHoverInfo: It sets the weapon into burst shoot mode, firing 3 projectiles in every trigger press. - Name: Slice Fire attachmentEnabled: 1 attachmentActive: 0 currentlyActive: 0 attachmentUseHUD: 0 onlyEnabledWhileCarrying: 0 attachmentGameObject: {fileID: 1810061910009178} activateEvent: m_PersistentCalls: m_Calls: - m_Target: {fileID: 114478797815030256} m_MethodName: setSliceObjectsDetectedState m_Mode: 6 m_Arguments: m_ObjectArgument: {fileID: 0} 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m_PersistentCalls: m_Calls: [] useEventOnPressUp: 0 eventOnPressUp: m_PersistentCalls: m_Calls: [] useEventHandPosition: 0 activateEventHandPosition: m_PersistentCalls: m_Calls: [] deactivateEventHandPosition: m_PersistentCalls: m_Calls: [] useAttachmentHoverInfo: 1 attachmentHoverInfo: It sets the weapon projectiles to slice objects on impact. attachmentPlaceTransform: {fileID: 4127695563173388} offsetAttachmentPlaceTransform: {fileID: 4459025411307742} offsetAttachmentPointTransform: {fileID: 4673256422738408} dualWeaponOffsetAttachmentPlaceTransform: {fileID: 2566805995983482817} objectToReplace: - {fileID: 1275907373695610} attachmentIconManager: iconRectTransform: {fileID: 0} attachmentNumberText: {fileID: 0} attachmentNameText: {fileID: 0} attachmentContent: {fileID: 0} notAttachmentButton: slotButton: {fileID: 0} attachmentNameText: {fileID: 0} attachmentSelectedIcon: {fileID: 0} attachmentHoverInfoPanelPosition: {fileID: 0} attachmentPointTransform: {fileID: 0} attachmentLineTransform: {fileID: 0} currentAttachmentSelectedIndex: 0 - Name: Ammo attachmentPlaceEnabled: 1 noAttachmentText: REGULAR attachmentPlaceInfoList: - Name: Explosive attachmentEnabled: 1 attachmentActive: 0 currentlyActive: 0 attachmentUseHUD: 0 onlyEnabledWhileCarrying: 0 attachmentGameObject: {fileID: 0} activateEvent: m_PersistentCalls: m_Calls: - m_Target: {fileID: 114478797815030256} m_MethodName: setExplosiveAmmoState m_Mode: 6 m_Arguments: m_ObjectArgument: {fileID: 0} m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine m_IntArgument: 0 m_FloatArgument: 0 m_StringArgument: m_BoolArgument: 1 m_CallState: 2 deactivateEvent: m_PersistentCalls: m_Calls: - m_Target: {fileID: 114478797815030256} m_MethodName: setOriginalExplosiveAmmoState m_Mode: 1 m_Arguments: m_ObjectArgument: {fileID: 0} m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine m_IntArgument: 0 m_FloatArgument: 0 m_StringArgument: m_BoolArgument: 1 m_CallState: 2 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m_Calls: - m_Target: {fileID: 114478797815030256} m_MethodName: setDamageOverTimeAmmoState m_Mode: 6 m_Arguments: m_ObjectArgument: {fileID: 0} m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine m_IntArgument: 0 m_FloatArgument: 0 m_StringArgument: m_BoolArgument: 1 m_CallState: 2 deactivateEvent: m_PersistentCalls: m_Calls: - m_Target: {fileID: 114478797815030256} m_MethodName: setOriginalDamageOverTimeAmmoState m_Mode: 1 m_Arguments: m_ObjectArgument: {fileID: 0} m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine m_IntArgument: 0 m_FloatArgument: 0 m_StringArgument: m_BoolArgument: 1 m_CallState: 2 attachmentSlotManager: slotButton: {fileID: 0} attachmentNameText: {fileID: 0} attachmentSelectedIcon: {fileID: 0} attachmentHoverInfoPanelPosition: {fileID: 0} selectAttachmentSound: {fileID: 8300000, guid: d9b9f2df90409f04581ef099f0b9b5d7, type: 3} selectAttachmentAudioElement: audioPlayMethod: 1 audioEventName: clip: {fileID: 0} audioSourceName: 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m_PersistentCalls: m_Calls: [] deactivateEventHandPosition: m_PersistentCalls: m_Calls: [] useAttachmentHoverInfo: 1 attachmentHoverInfo: If you want to remove the poison state, this is your ammo. - Name: Sedative attachmentEnabled: 1 attachmentActive: 0 currentlyActive: 0 attachmentUseHUD: 0 onlyEnabledWhileCarrying: 0 attachmentGameObject: {fileID: 0} activateEvent: m_PersistentCalls: m_Calls: - m_Target: {fileID: 114478797815030256} m_MethodName: setSedateAmmoState m_Mode: 6 m_Arguments: m_ObjectArgument: {fileID: 0} m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine m_IntArgument: 0 m_FloatArgument: 0 m_StringArgument: m_BoolArgument: 1 m_CallState: 2 deactivateEvent: m_PersistentCalls: m_Calls: - m_Target: {fileID: 114478797815030256} m_MethodName: setOriginalSedateAmmoState m_Mode: 1 m_Arguments: m_ObjectArgument: {fileID: 0} m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine m_IntArgument: 0 m_FloatArgument: 0 m_StringArgument: m_BoolArgument: 1 m_CallState: 2 attachmentSlotManager: slotButton: {fileID: 0} attachmentNameText: {fileID: 0} attachmentSelectedIcon: {fileID: 0} attachmentHoverInfoPanelPosition: {fileID: 0} selectAttachmentSound: {fileID: 8300000, guid: d9b9f2df90409f04581ef099f0b9b5d7, type: 3} selectAttachmentAudioElement: audioPlayMethod: 1 audioEventName: clip: {fileID: 0} audioSourceName: audioSource: {fileID: 0} audioSourceAssigned: 0 useEventOnPress: 0 eventOnPress: m_PersistentCalls: m_Calls: [] useEventOnPressDown: 0 eventOnPressDown: m_PersistentCalls: m_Calls: [] useEventOnPressUp: 0 eventOnPressUp: m_PersistentCalls: m_Calls: [] useEventHandPosition: 0 activateEventHandPosition: m_PersistentCalls: m_Calls: [] deactivateEventHandPosition: m_PersistentCalls: m_Calls: [] useAttachmentHoverInfo: 1 attachmentHoverInfo: ZZZZZ..... - Name: Push attachmentEnabled: 1 attachmentActive: 0 currentlyActive: 0 attachmentUseHUD: 0 onlyEnabledWhileCarrying: 0 attachmentGameObject: {fileID: 0} activateEvent: m_PersistentCalls: m_Calls: - m_Target: {fileID: 114478797815030256} m_MethodName: setPushCharacterState m_Mode: 6 m_Arguments: m_ObjectArgument: {fileID: 0} m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine m_IntArgument: 0 m_FloatArgument: 0 m_StringArgument: m_BoolArgument: 1 m_CallState: 2 deactivateEvent: m_PersistentCalls: m_Calls: - m_Target: {fileID: 114478797815030256} m_MethodName: setOriginalPushCharacterState m_Mode: 1 m_Arguments: m_ObjectArgument: {fileID: 0} m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine m_IntArgument: 0 m_FloatArgument: 0 m_StringArgument: m_BoolArgument: 1 m_CallState: 2 attachmentSlotManager: slotButton: {fileID: 0} attachmentNameText: {fileID: 0} attachmentSelectedIcon: {fileID: 0} attachmentHoverInfoPanelPosition: {fileID: 0} selectAttachmentSound: {fileID: 8300000, guid: d9b9f2df90409f04581ef099f0b9b5d7, type: 3} selectAttachmentAudioElement: audioPlayMethod: 1 audioEventName: clip: {fileID: 0} audioSourceName: audioSource: {fileID: 0} audioSourceAssigned: 0 useEventOnPress: 0 eventOnPress: m_PersistentCalls: m_Calls: [] useEventOnPressDown: 0 eventOnPressDown: m_PersistentCalls: m_Calls: [] useEventOnPressUp: 0 eventOnPressUp: m_PersistentCalls: m_Calls: [] useEventHandPosition: 0 activateEventHandPosition: m_PersistentCalls: m_Calls: [] deactivateEventHandPosition: m_PersistentCalls: m_Calls: [] useAttachmentHoverInfo: 1 attachmentHoverInfo: This ammo push enemies like puppets. - Name: Dissolve attachmentEnabled: 1 attachmentActive: 0 currentlyActive: 0 attachmentUseHUD: 0 onlyEnabledWhileCarrying: 0 attachmentGameObject: {fileID: 0} activateEvent: m_PersistentCalls: m_Calls: - m_Target: {fileID: 114478797815030256} m_MethodName: setNewWeaponProjectile m_Mode: 2 m_Arguments: m_ObjectArgument: {fileID: 1014013268605368, guid: 5510eec516a274b4cb13c1b4eb7e0fc1, type: 3} m_ObjectArgumentAssemblyTypeName: UnityEngine.GameObject, UnityEngine m_IntArgument: 0 m_FloatArgument: 0 m_StringArgument: 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meleAttackForceToVehicles: 1 useMeleeAttackSound: 1 meleeAttackSurfaceSound: {fileID: 8300000, guid: a5b29ecb49488934992adb310031c59c, type: 3} meleeAttackSurfaceAudioElement: audioPlayMethod: 1 audioEventName: clip: {fileID: 0} audioSourceName: audioSource: {fileID: 0} audioSourceAssigned: 0 meleeAttackAirSound: {fileID: 8300000, guid: 9a622373c92d5e74b859eecb1e36fb28, type: 3} meleeAttackAirAudioElement: audioPlayMethod: 1 audioEventName: clip: {fileID: 0} audioSourceName: audioSource: {fileID: 0} audioSourceAssigned: 0 useMeleeAttackParticles: 1 meleeAttackParticles: {fileID: 1801350828485190, guid: 5661a851d0eac594e99643b3306f7c32, type: 3} canActivateReactionSystemTemporally: 0 damageReactionID: -1 damageTypeID: -1 damageCanBeBlocked: 1 useActionSystemForMeleeAttack: 0 meleeAttackActionName: ignoreDamageValueOnLayer: 0 layerToIgnoreDamage: serializedVersion: 2 m_Bits: 0 checkObjectsToUseRemoteEventsOnDamage: 0 layerToUseRemoteEventsOnDamage: serializedVersion: 2 m_Bits: 0 useRemoteEvent: 0 remoteEventNameList: [] useRemoteEventToEnableParryInteraction: 0 remoteEventToEnableParryInteractionNameList: [] showMeleeAttackGizmo: 0 hasAttachments: 1 editAttachmentPosition: {fileID: 7915516860377146689} attachmentCameraPosition: {fileID: 0} leftHandMesh: {fileID: 0} extraLeftHandMesh: {fileID: 0} leftHandEditPosition: {fileID: 6352836954311092569} leftHandParent: {fileID: 0} extraLeftHandMeshParent: {fileID: 0} editAttachmentMovementSpeed: 0.5 editAttachmentHandSpeed: 6 usingSecondPositionForHand: 0 secondPositionForHand: {fileID: 0} useSightPosition: 1 sightPosition: {fileID: 4517529616248244} sightRecoilPosition: {fileID: 4239651887174076} canRunWhileCarrying: 1 canRunWhileAiming: 1 useNewCarrySpeed: 1 newCarrySpeed: 1 useNewAimSpeed: 1 newAimSpeed: 0.5 deactivateIKIfNotAiming: 0 placeWeaponOnWalkPositionBeforeDeactivateIK: 1 deactivateIKDrawPath: [] weaponPositionInHandForDeactivateIK: {fileID: 0} drawWeaponMovementSpeed: 2 aimMovementSpeed: 15 weaponHasRecoil: 1 recoilSpeed: 6 endRecoilSpeed: 4 useExtraRandomRecoil: 1 useExtraRandomRecoilPosition: 1 extraRandomRecoilPosition: {x: 0.01, y: 0.01, z: 0.01} useExtraRandomRecoilRotation: 1 extraRandomRecoilRotation: {x: 2.5, y: 1.25, z: 2.5} resetWeaponPositionAfterReloadSpeed: 1.5 resetWeaponPositionAfterActionSpeed: 5 resumeWeaponIKPositionAfterActionSpeed: 8 useQuickDrawKeepWeapon: 0 useBezierCurve: 0 spline: {fileID: 0} bezierDuration: 0 lookDirectionSpeed: 0 keepPath: [] handsInfo: [] handsInPosition: 0 useWeaponRotationPoint: 0 weaponRotationPoint: {fileID: 0} weaponRotationPointHolder: {fileID: 0} weaponRotationPointHeadLookTarget: {fileID: 0} rotationPointInfo: rotationUpPointAmountMultiplier: 1.5 rotationDownPointAmountMultiplier: 1.5 rotationPointSpeed: 20 useRotationUpClamp: 1 rotationUpClampAmount: 50 useRotationDownClamp: 1 rotationDownClamp: 31 weaponPivotPoint: {fileID: 0} useCrouchPosition: 1 crouchPosition: {fileID: 4159856106384164} crouchRecoilPosition: 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editAttachmentPosition: {fileID: 3122408709671135887} attachmentCameraPosition: {fileID: 0} deactivateIKIfNotAiming: 0 deactivateIKDrawPath: [] weaponPositionInHandForDeactivateIK: {fileID: 0} placeWeaponOnWalkPositionBeforeDeactivateIK: 1 useDualRotationPoint: 0 weaponRotationPoint: {fileID: 0} weaponRotationPointHolder: {fileID: 0} useBezierCurve: 0 spline: {fileID: 0} bezierDuration: 0 lookDirectionSpeed: 0 keepPath: [] handsInfo: [] handsInPosition: 0 useQuickDrawKeepWeapon: 0 placeWeaponOnKeepPositionSideBeforeDraw: 0 useReloadMovement: 1 reloadSpline: {fileID: 8764409020832897854} reloadDuration: 1.5 reloadLookDirectionSpeed: 10 leftHandDualWeaponInfo: aimPosition: {fileID: 0} aimRecoilPosition: {fileID: 0} walkPosition: {fileID: 8734735427228542336} walkRecoilPosition: {fileID: 4848357913747863577} keepPosition: {fileID: 4625909899212506468} crouchPosition: {fileID: 1422105512183318584} crouchRecoilPosition: {fileID: 1750810316230534541} collisionRayDistance: 0.54 surfaceCollisionPosition: {fileID: 3962780281683750477} surfaceCollisionRayPosition: {fileID: 5992053907141234086} lowerWeaponPosition: {fileID: 7044245767739684295} runPosition: {fileID: 4614577787333262230} jumpStartPosition: {fileID: 5951676264456105801} jumpEndPosition: {fileID: 3062928477716495046} meleeAttackPosition: {fileID: 2421138114431478966} meleeAttackRaycastPosition: {fileID: 7990992974354926067} firstPersonHandMesh: {fileID: 0} editAttachmentPosition: {fileID: 1558895806267561420} attachmentCameraPosition: {fileID: 0} deactivateIKIfNotAiming: 0 deactivateIKDrawPath: [] weaponPositionInHandForDeactivateIK: {fileID: 0} placeWeaponOnWalkPositionBeforeDeactivateIK: 1 useDualRotationPoint: 0 weaponRotationPoint: {fileID: 0} weaponRotationPointHolder: {fileID: 0} useBezierCurve: 0 spline: {fileID: 0} bezierDuration: 0 lookDirectionSpeed: 0 keepPath: [] handsInfo: [] handsInPosition: 0 useQuickDrawKeepWeapon: 0 placeWeaponOnKeepPositionSideBeforeDraw: 0 useReloadMovement: 1 reloadSpline: {fileID: 2697905682231265541} reloadDuration: 1.5 reloadLookDirectionSpeed: 10 changeOneOrTwoHandWieldSpeed: 5 usingWeaponAsOneHandWield: 0 showSingleWeaponSettings: 0 showDualWeaponSettings: 0 useCustomThirdPersonAimActive: 0 customDefaultThirdPersonAimRightStateName: customDefaultThirdPersonAimLeftStateName: useCustomThirdPersonAimCrouchActive: 0 customDefaultThirdPersonAimRightCrouchStateName: customDefaultThirdPersonAimLeftCrouchStateName: useCustomThirdPersonWithoutAimActive: 0 customDefaultThirdPersonWithoutAimRightStateName: customDefaultThirdPersonWithoutAimLeftStateName: useCustomThirdPersonWithoutAimCrouchActive: 0 customDefaultThirdPersonWithoutAimRightCrouchStateName: customDefaultThirdPersonWithoutAimLeftCrouchStateName: useNewIdleID: 0 newIdleID: 0 useDrawKeepWeaponAnimation: 1 drawWeaponActionName: Draw Pistol 2 keepWeaponActionName: Keep Pistol 2 delayToPlaceWeaponOnHandOnDrawAnimation: 0.3 delayToPlaceWeaponOnKeepAnimation: 0.3 FBAWalkPositionOffset: {x: 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bobRotationRunningMultiplier: 1.3 swayPositionPercentageAiming: 0.5 swayRotationPercentageAiming: 0.5 bobPositionPercentageAiming: 0.2 bobRotationPercentageAiming: 0.2 useSwayPositionClamp: 1 swayPositionHorizontalClamp: {x: -0.1, y: 0.1} swayPositionVerticalClamp: {x: -0.1, y: 0.1} useSwayRotationClamp: 1 swayRotationClampX: {x: -20, y: 20} swayRotationClampY: {x: 0, y: 0} swayRotationClampZ: {x: -20, y: 20} minMouseAmountForSway: 0.7 thirdPersonSwayInfo: useSway: 0 usePositionSway: 0 swayPositionVertical: 0.02 swayPositionHorizontal: 0.03 swayPositionMaxAmount: 0.03 swayPositionSmooth: 2 resetSwayPositionSmooth: 2 useRotationSway: 0 swayRotationVertical: 20 swayRotationHorizontal: 30 swayRotationSmooth: 3 resetSwayRotationSmooth: 3 useBobPosition: 0 bobPositionSpeed: {x: 5, y: 10, z: 3} bobPositionAmount: {x: 0.01, y: 0.05, z: 0.05} resetSwayValueSpeed: 5 useInputMultiplierForBobPosition: 0 useBobRotation: 0 bobRotationVertical: 15 bobRotationHorizontal: 10 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