55dd58579f
OnSecondaryUse is what throwing uses for doing things SPECIFICALLY on throw. This way, you can theoretically have grenades on which you'll have to pull the pin before throwing. This also lets flares be used without the need to throw them. did i mention my brain hurts
245 lines
7.7 KiB
XML
245 lines
7.7 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Items>
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<Item
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name="Spear"
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category="Equipment"
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interactthroughwalls="true"
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price="50">
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<Deconstruct time="5">
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<Item name="Steel Bar"/>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="0,50,65,7" depth="0.55"/>
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<Body width="64" height="5" density="20"/>
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<Pickable slots="Any"/>
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<Projectile launchimpulse="20.0" doesstick="true">
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<Attack damage="20" bleedingdamage="2" structuredamage="50" damagetype="Blunt" stun="0.2" targetforce="50"/>
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</Projectile>
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</Item>
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<Item
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name="Harpoon Gun"
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category="Equipment"
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price="500"
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tags="weapon">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="Aluminium"/>
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<Item name="Polycarbonate Bar"/>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="0,25,98,25" depth="0.55"/>
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<Body width="90" height="30" density="50"/>
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<Holdable slots="Any,RightHand+LeftHand" controlpose="true"
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holdpos="35,-10" aimpos="35,-10" handle1="-15,-6" handle2="26,7"/>
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<RangedWeapon barrelpos="49,10" spread="1" unskilledspread="10">
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<Sound file="harpoon1.ogg" type="OnUse"/>
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<Sound file="harpoon2.ogg" type="OnUse"/>
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<StatusEffect type="OnUse">
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<Explosion range="150.0" force="5" shockwave="false" smoke="false" flames="false" flash="false" sparks="false" camerashake="5.0"/>
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</StatusEffect>
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<RequiredItems name="Spear" type="Contained" msg="Spear required to shoot"/>
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<RequiredSkill name="Weapons" level="30"/>
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</RangedWeapon>
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<ItemContainer itempos="27,10" iteminterval="0,-4" hideitems="false">
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<Containable name="Spear"/>
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</ItemContainer>
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</Item>
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<Item
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name="Revolver Round"
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category="Equipment"
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interactthroughwalls="true"
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price="10"
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tags="smallitem">
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<Sprite texture="weapons.png" sourcerect="52,99,8,3" depth="0.55"/>
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<Body width="8" height="3" density="40"/>
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<Pickable slots="Any"/>
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<Projectile hitscan="true" doesstick="false" removeonhit="true" >
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<Attack damage="40" bleedingdamage="3" structuredamage="100" damagetype="Blunt" stun="0.5" targetforce="50"/>
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</Projectile>
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</Item>
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<Item
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name="Revolver"
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category="Equipment"
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price="700"
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tags="weapon">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="Aluminium"/>
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<Item name="Polycarbonate Bar"/>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="26,97,25,19" depth="0.55"/>
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<Body width="25" height="15" density="50"/>
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<Holdable slots="Any,RightHand,LeftHand" controlpose="true"
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aimpos="90,10" handle1="-11,-7"/>
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<RangedWeapon barrelpos="14,6" spread="0" unskilledspread="2">
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<Sound file="revolver.ogg" type="OnUse" range="3000"/>
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<StatusEffect type="OnUse">
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<Explosion range="150.0" force="5" shockwave="false" smoke="false" flames="false" sparks="false" camerashake="5.0"/>
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</StatusEffect>
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<RequiredItems name="Revolver Round" type="Contained" msg="Out of ammo"/>
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<RequiredSkill name="Weapons" level="40"/>
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</RangedWeapon>
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<ItemContainer capacity="4" hideitems="true">
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<Containable name="Revolver Round"/>
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</ItemContainer>
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</Item>
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<Item
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name="Stun Grenade"
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category="Equipment"
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price="200"
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tags="smallitem,weapon">
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<Sprite texture="weapons.png" sourcerect="98,0,11,24" depth="0.55"/>
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<Body width="11" height="24" density="30"/>
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<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10">
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<StatusEffect type="OnSecondaryUse" target="This" Condition="-100.0" delay="3.0">
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<sound file="Content/Items/Weapons/stungrenade.ogg"/>
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<Explosion range="500" damage="5" stun="25" force="0.1" smoke="false"/>
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</StatusEffect>
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</Throwable>
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</Item>
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<Item
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name="Incendium Grenade"
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category="Equipment"
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tags="smallitem,weapon">
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<Sprite texture="weapons.png" sourcerect="98,0,11,24" depth="0.55"/>
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<Body width="11" height="24" density="30"/>
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<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10">
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<StatusEffect type="OnSecondaryUse" target="This" Condition="-100.0" delay="3.0">
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<sound file="Content/Items/Weapons/stungrenade.ogg"/>
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<Explosion range="500" damage="5" stun="1" force="0.1"/>
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<Fire size="300.0"/>
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</StatusEffect>
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</Throwable>
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</Item>
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<Item
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name="Stun Baton"
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category="Equipment"
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Tags="smallitem,weapon"
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price="100"
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description="If verbal orders are insufficient, a high-voltage shock from a Stun Baton may be enough to beat an unruly crew member into submission.">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="Polycarbonate Bar"/>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="21,0,77,22" depth="0.55"/>
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<Body width="90" height="30" density="30"/>
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<MeleeWeapon slots="Any,RightHand,LeftHand"
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aimpos="50,0" handle1="-5,0" holdangle="10" reload="1.0">
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<Attack damage="2" stun="0.2" damagetype="Blunt" sound="Content/Items/Weapons/smack.ogg"/>
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<StatusEffect type="OnUse" target="Contained,Character" Condition="-25.0" stun="15.0" disabledeltatime="true">
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<sound file="Content/Items/Weapons/stunbaton.ogg"/>
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<RequiredItem name="Battery Cell" type="Contained" msg="Loaded Battery Cell required"/>
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<Explosion range="100.0" force="0.1" shockwave="false" flames="false" smoke="false" camerashake="5.0"/>
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</StatusEffect>
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<StatusEffect type="OnUse" target="Contained,Character" Condition="-15.0" stun="30.0" disabledeltatime="true">
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<sound file="Content/Items/Weapons/stunbaton.ogg"/>
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<RequiredItem name="Fulgurium Battery Cell" type="Contained" msg="Loaded Battery Cell required"/>
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<Explosion range="100.0" force="0.5" shockwave="false" flames="false" camerashake="5.0"/>
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</StatusEffect>
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</MeleeWeapon>
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<ItemContainer capacity="1" hideitems="true">
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<Containable name="Battery Cell"/>
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<Containable name="Fulgurium Battery Cell"/>
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</ItemContainer>
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</Item>
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<Item
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name="Battery Cell"
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category="Equipment,Electrical"
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tags="smallitem,loadable"
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price="50"
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description="Used as a power source for various handheld devices. Most submarines have several stationary backup batteries with recharge docks for battery cells.">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="FPGA Circuit"/>
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<Item name="Copper Bar"/>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="0,0,20,9" depth="0.8"/>
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<Body width="20" height="9" density="30"/>
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<Pickable slots="Any,RightHand,LeftHand"/>
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</Item>
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<Item
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name="Fulgurium Battery Cell"
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category="Equipment,Electrical"
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tags="smallitem,loadable"
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description="A battery cell contructed of the rare and poorly understood compound Fulgurium.">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="FPGA Circuit"/>
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<Item name="Fulgurium Bar"/>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="0,0,20,9" depth="0.8"/>
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<Body width="20" height="9" density="30"/>
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<Pickable slots="Any,RightHand,LeftHand"/>
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</Item>
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<Item
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name="Bike Horn"
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category="Equipment"
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tags="weapon,smallitem"
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description="HONK">
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<Sprite texture="Content/Items/Jobgear/clownshirt.png" sourcerect="32,50,32,14" depth="0.55"/>
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<Body width="30" height="10" density="10"/>
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<Holdable slots="Any,RightHand,LeftHand" aimpos="100,0" handle1="-5,0"/>
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<RangedWeapon reload="2">
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<Sound file="honk.ogg" type="OnUse"/>
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</RangedWeapon>
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</Item>
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</Items>
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