More spawnmenu tweaks! Also, sniper type & wep.
This commit is contained in:
parent
8ebf6099ef
commit
c17307bd20
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@ -10,6 +10,14 @@ local function yea()
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return true
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end
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local function rmt1( val, min, max )
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return math.Remap( val, min, max, 0, 1 )
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end
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local function rmt1c( val, min, max )
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return math.Clamp( rmt1( val, min, max, 0, 1 ), 0, 1 )
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end
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local mewer = {
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{
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Func = function( class )
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@ -26,14 +34,18 @@ local mewer = {
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Size = 14,
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SizeMultiline = 12,
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Font = "Benny_12",
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-- "How easily and quickly the weapon can take out a single target.\nDoes not consider armor penetration.\nAffected by Damage and RPM."
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},
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{
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Name = "Lethality",
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Size = 12,
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Font = "Benny_10",
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Stat = function( class )
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return math.Clamp( math.Remap( class.Damage * (class.Pellets or 1), 12, 50, 0, 1 ), 0, 1 )
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local bwep = math.Clamp( math.Remap( class.Damage * (class.Pellets or 1), 14, 80, 0, 1 ), 0, 1 )
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local meowzor = math.ease.OutQuart( bwep )
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return meowzor
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end,
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-- "How much the weapon's point of aim will move around.\nAffected by various Sway stats."
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},
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{
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Name = "Suppression",
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@ -41,8 +53,19 @@ local mewer = {
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Font = "Benny_10",
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Stat = function( class )
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local dps = class.Damage * (1/class.Delay)
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return math.Clamp( math.Remap( dps, 50, 550, 0, 1 ), 0, 1 )
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local dpscalc = rmt1c( dps, 100, 373 )
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local magbonus-- = math.Remap( class.Ammo, 16, 40*2, -0.05, 0.3 )
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if class.Ammo > 20 then
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magbonus = 1-rmt1c( class.Ammo, 80, 20 )
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magbonus = magbonus * 0.5
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else
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magbonus = math.Remap( class.Ammo, 5, 20, -0.75, -0.1 )
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end
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local meowzor = math.ease.OutSine( math.Clamp( dpscalc + magbonus, 0, 1 ) )
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print( class.Name, dps, dpscalc, math.Round( magbonus, 2 ), meowzor )
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return meowzor
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end,
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-- "How much damage the weapon can output over a long period of time.\nDoes not consider armor penetration.\nAffected by Damage, RPM, Capacity and Reload Time."
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},
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{
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Name = "Range",
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@ -51,6 +74,7 @@ local mewer = {
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Stat = function( class )
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return 0
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end,
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-- "How well the weapon gains or loses damage over long distances.\nAffected by Minimum Range, Maximum Range, and damage falloff."
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},
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{
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Name = "Precision",
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@ -59,6 +83,7 @@ local mewer = {
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Stat = function( class )
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return math.Clamp( math.Remap( class.Spread, 1/60, 2, 1, 0 ), 0, 1 )
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end,
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-- "How accurate the weapon is when firing single shots or short bursts.\nAffected by Spread and various Recoil stats."
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},
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{
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Name = "Control",
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@ -67,6 +92,7 @@ local mewer = {
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Stat = function( class )
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return math.Clamp( math.Remap( class.SpreadAdd * (1/class.Delay), 1, 13, 1, 0 ), 0, 1 )
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end,
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-- "How managable the weapon's recoil and spread is under sustained fire.\nAffected by RPM and various Recoil stats."
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},
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{
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Name = "Handling",
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@ -75,6 +101,7 @@ local mewer = {
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Stat = function( class )
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return 0
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end,
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-- "How quickly this weapon readies from sprinting, aiming and deploying.\nAffected by Aim Down Sights Time, Sprint To Fire Time, and Deploy Time."
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},
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{
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Name = "Maneuvering",
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@ -83,23 +110,43 @@ local mewer = {
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Stat = function( class )
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return 0
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end,
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-- "How accurate the weapon is while not aiming.\nAffected by Hipfire Spread, Mid-air Spread, Sway, and Free Aim Angle."
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},
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{
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Name = "Mobility",
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Size = 12,
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Font = "Benny_10",
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Stat = function( class )
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return 0
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end,
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},
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{
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Name = "Stability",
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Size = 12,
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Font = "Benny_10",
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Stat = function( class )
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return 0
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local weight_moving, weight_aiming, weight_reloading, weight_firing = 5, 5, 2, 1
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local totalscore = (weight_moving + weight_aiming + weight_reloading + weight_firing)
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weight_moving, weight_aiming, weight_reloading, weight_firing = weight_moving/totalscore, weight_aiming/totalscore, weight_reloading/totalscore, weight_firing/totalscore
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local score_moving, score_aiming, score_reloading, score_firing = 1, 1, 1, 1
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score_moving = rmt1c( class.Speed_Move or 1, 0.75, 0.95 )
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score_moving = score_moving * weight_moving
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score_aiming = rmt1c( class.Speed_Aiming or 1, 0.75, 0.95 )
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score_aiming = score_aiming * weight_aiming
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score_reloading = rmt1c( class.Speed_Reloading or 1, 0.75, 0.9 )
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score_reloading = score_reloading * weight_reloading
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score_firing = rmt1c( class.Speed_Firing or 1, 0.75, 0.9 )
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score_firing = score_firing * weight_firing
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return score_moving + score_aiming + score_reloading + score_firing
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end,
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-- "How fast the user can move while using this weapon.\nAffected by various Speed stats."
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},
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-- {
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-- Name = "Stability",
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-- Size = 12,
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-- Font = "Benny_10",
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-- Stat = function( class )
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-- return 0
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-- end,
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-- "How much the weapon's point of aim will move around.\nAffected by various Sway stats."- },
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}
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local function multlinetext(text, maxw, font)
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@ -183,7 +230,7 @@ function OpenSMenu()
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if IsValid( smenu ) then smenu:Remove() return end
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local active = GetConVar("benny_hud_tempactive"):GetString()
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smenu = vgui.Create("BFrame")
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smenu:SetSize( ss(640), ss(360) )
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smenu:SetSize( ss(520), ss(360) )
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smenu:SetTitle("Developer Spawnmenu")
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smenu:MakePopup()
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smenu:SetKeyboardInputEnabled( false )
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@ -194,7 +241,7 @@ function OpenSMenu()
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smenu:Center()
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local statlist = smenu:Add("DPanel")
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statlist:SetWide( ss(320) )
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statlist:SetWide( ss(300) )
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statlist:Dock( RIGHT )
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statlist:DockMargin( ss(2), 0, 0, 0 )
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statlist:DockPadding( ss(2), ss(2), ss(2), ss(2) )
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@ -251,7 +298,9 @@ function OpenSMenu()
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surface.SetDrawColor( col )
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local width = w-(ss(60+1.5)+h)
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surface.DrawRect( ss(60+1)+h, h*.125, math.max( ss(1), width*perc ), h*.75 )
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surface.DrawRect( ss(60+1)+h, ss(3), math.max( ss(1), width*perc ), h-ss(6) )
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--surface.SetDrawColor( schema("bg") )
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--surface.DrawOutlinedRect( ss(60+1)+h, ss(0.5), width, h-ss(1), ss(2) )
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for i=1, 10 do
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if i==1 then continue end
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surface.SetDrawColor( schema("fg", i%2==1 and 0.01 or 1) )
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@ -606,7 +606,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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local mat2 = i == 1 and mat_dot_s or mat_dot
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surface.SetDrawColor( cooler )
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local typ = wep:BClass( hand ).Type
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if typ == "rifle" then
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if typ == "rifle" or typ == "sniper" then
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surface.SetMaterial( mat1 )
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surface.DrawTexturedRectRotated( poosx - s(spacer_long) - gap, poosy, s(16), s(16), 0 )
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surface.DrawTexturedRectRotated( poosx + s(spacer_long) + gap, poosy, s(16), s(16), 0 )
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@ -92,6 +92,7 @@ function PT:INV_Find( class, exclude )
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end
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local T_WEIGHT = {
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["sniper"] = 45,
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["machinegun"] = 40,
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["rifle"] = 35,
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["shotgun"] = 30,
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@ -167,8 +168,9 @@ do
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["pistol"] = { 2, 1 },
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["smg"] = { 3, 1 },
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["shotgun"] = { 4, 1 },
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["rifle"] = { 5, 1 },
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["machinegun"] = { 5, 2 },
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["sniper"] = { 5, 1 },
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["rifle"] = { 5, 2 },
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["machinegun"] = { 5, 3 },
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["grenade"] = { 6, 1 },
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["utility"] = { 6, 2 },
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["equipment"] = { 7, 1 },
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@ -400,6 +400,11 @@ do -- Handguns
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SpreadDecay_End = 11,
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SpreadDecay_RampTime = 0.5,
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Speed_Move = 1,
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Speed_Aiming = 0.95,
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Speed_Reloading = 1,
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Speed_Firing = 1,
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Features = "firearm",
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}
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@ -423,7 +428,7 @@ do -- Handguns
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Delay = (60/300),
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Firemodes = FIREMODE_SEMI,
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Ammo = 12,
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Damage = 30,
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Damage = 32,
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Spread = 15/60,
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SpreadAdd = 0.4,
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SpreadAddMax = 15,
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@ -432,6 +437,11 @@ do -- Handguns
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SpreadDecay_End = 11,
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SpreadDecay_RampTime = 0.5,
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Speed_Move = 1,
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Speed_Aiming = 0.95,
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Speed_Reloading = 1,
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Speed_Firing = 1,
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Features = "firearm",
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}
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@ -463,6 +473,10 @@ do -- Handguns
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SpreadDecay_End = 11,
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SpreadDecay_RampTime = 0.5,
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Speed_Move = 1,
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Speed_Aiming = 0.95,
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Speed_Reloading = 0.95,
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Speed_Firing = 0.95,
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Features = "firearm",
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}
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@ -495,6 +509,11 @@ do -- Handguns
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SpreadDecay_End = 11,
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SpreadDecay_RampTime = 0.5,
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Speed_Move = 1,
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Speed_Aiming = 1,
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Speed_Reloading = 0.9,
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Speed_Firing = 0.95,
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Features = "firearm",
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}
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@ -526,6 +545,11 @@ do -- Handguns
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SpreadDecay_End = 22,
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SpreadDecay_RampTime = 0.65,
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Speed_Move = 0.97,
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Speed_Aiming = 0.9,
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Speed_Reloading = 0.9,
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Speed_Firing = 0.95,
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Features = "firearm",
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}
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@ -557,6 +581,11 @@ do -- Handguns
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SpreadDecay_End = 25,
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SpreadDecay_RampTime = 0.5,
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Speed_Move = 0.95,
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Speed_Aiming = 0.88,
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Speed_Reloading = 0.88,
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Speed_Firing = 0.93,
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Features = "firearm",
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}
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@ -582,7 +611,7 @@ do -- SMGs & PDWs
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Delay = (60/650),
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Firemodes = FIREMODE_AUTOSEMI,
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Ammo = 15,
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Damage = 18,
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Damage = 22,
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Spread = 20/60,
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SpreadAdd = 10/60,
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SpreadAddMax = 10,
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@ -591,6 +620,11 @@ do -- SMGs & PDWs
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SpreadDecay_End = 30,
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SpreadDecay_RampTime = 0.4,
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Speed_Move = 0.97,
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Speed_Aiming = 0.97,
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Speed_Reloading = 0.97,
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Speed_Firing = 0.97,
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Features = "firearm",
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}
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@ -612,7 +646,7 @@ do -- SMGs & PDWs
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Delay = (60/900),
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Firemodes = FIREMODE_AUTOSEMI,
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Ammo = 20,
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Damage = 16,
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Damage = 19,
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Spread = 20/60,
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SpreadAdd = 20/60,
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SpreadAddMax = 10,
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@ -621,6 +655,11 @@ do -- SMGs & PDWs
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SpreadDecay_End = 30,
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SpreadDecay_RampTime = 0.2,
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Speed_Move = 0.97,
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Speed_Aiming = 0.97,
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Speed_Reloading = 0.97,
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Speed_Firing = 0.97,
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Features = "firearm",
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}
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@ -639,10 +678,10 @@ do -- SMGs & PDWs
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Sound_MagOut = "MP5K.MagOut",
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Sound_MagIn = "MP5K.MagIn",
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Delay = (60/700),
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Delay = (60/750),
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Firemodes = FIREMODE_AUTOSEMI,
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Ammo = 15,
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Damage = 18,
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Damage = 22,
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Spread = 20/60,
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SpreadAdd = 10/60,
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SpreadAddMax = 10,
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@ -651,6 +690,11 @@ do -- SMGs & PDWs
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SpreadDecay_End = 30,
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SpreadDecay_RampTime = 0.3,
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Speed_Move = 0.97,
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Speed_Aiming = 0.97,
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Speed_Reloading = 0.97,
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Speed_Firing = 0.97,
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Features = "firearm",
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}
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@ -672,7 +716,7 @@ do -- SMGs & PDWs
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Delay = (60/1400),
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Firemodes = FIREMODE_AUTOSEMI,
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Ammo = 16,
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Damage = 16,
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Damage = 19,
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Spread = 60/60,
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SpreadAdd = 30/60,
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SpreadAddMax = 20,
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@ -681,6 +725,11 @@ do -- SMGs & PDWs
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SpreadDecay_End = 30,
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SpreadDecay_RampTime = 0.3,
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Speed_Move = 0.97,
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Speed_Aiming = 0.97,
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Speed_Reloading = 0.97,
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Speed_Firing = 0.97,
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Features = "firearm",
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}
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@ -702,7 +751,7 @@ do -- SMGs & PDWs
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Delay = (60/700),
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Firemodes = FIREMODE_AUTOSEMI,
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Ammo = 40,
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Damage = 16,
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Damage = 20,
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Spread = 40/60,
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SpreadAdd = 10/60,
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SpreadAddMax = 20,
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@ -711,6 +760,11 @@ do -- SMGs & PDWs
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SpreadDecay_End = 10,
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SpreadDecay_RampTime = 0.6,
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Speed_Move = 0.94,
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Speed_Aiming = 0.94,
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Speed_Reloading = 0.93,
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Speed_Firing = 0.93,
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Features = "firearm",
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}
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@ -732,7 +786,7 @@ do -- SMGs & PDWs
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Delay = (60/1050),
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Firemodes = FIREMODE_AUTOSEMI,
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Ammo = 36,
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Damage = 12,
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Damage = 18,
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Spread = 40/60,
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SpreadAdd = 33/60,
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SpreadAddMax = 20,
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@ -741,6 +795,11 @@ do -- SMGs & PDWs
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SpreadDecay_End = 30,
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SpreadDecay_RampTime = 0.7,
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Speed_Move = 0.95,
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Speed_Aiming = 0.95,
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Speed_Reloading = 0.94,
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Speed_Firing = 0.94,
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Features = "firearm",
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}
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@ -775,6 +834,11 @@ do -- Shotguns
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SpreadDecay_End = 30,
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SpreadDecay_RampTime = 0.7,
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Speed_Move = 0.85,
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Speed_Aiming = 0.85,
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Speed_Reloading = 0.85,
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Speed_Firing = 0.75,
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Features = "firearm",
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}
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@ -805,6 +869,11 @@ do -- Shotguns
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SpreadDecay_End = 30,
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SpreadDecay_RampTime = 0.5,
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Speed_Move = 0.9,
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Speed_Aiming = 0.9,
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Speed_Reloading = 0.85,
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Speed_Firing = 0.75,
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Features = "firearm",
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}
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@ -835,6 +904,11 @@ do -- Shotguns
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SpreadDecay_End = 30,
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SpreadDecay_RampTime = 1,
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Speed_Move = 0.82,
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Speed_Aiming = 0.82,
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Speed_Reloading = 0.5,
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Speed_Firing = 0.334,
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Features = "firearm",
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}
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@ -869,6 +943,11 @@ do -- Rifles
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SpreadDecay_End = 12,
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SpreadDecay_RampTime = 0.2,
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Speed_Move = 0.9,
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Speed_Aiming = 0.9,
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Speed_Reloading = 0.9,
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Speed_Firing = 0.9,
|
||||
|
||||
Features = "firearm",
|
||||
}
|
||||
|
||||
|
@ -890,7 +969,7 @@ do -- Rifles
|
|||
Delay = (60/800),
|
||||
Firemodes = FIREMODE_AUTOSEMI,
|
||||
Ammo = 30,
|
||||
Damage = 30,
|
||||
Damage = 28,
|
||||
Spread = 45/60,
|
||||
SpreadAdd = 35/60,
|
||||
SpreadAddMax = 10,
|
||||
|
@ -899,6 +978,11 @@ do -- Rifles
|
|||
SpreadDecay_End = 36,
|
||||
SpreadDecay_RampTime = 0.6,
|
||||
|
||||
Speed_Move = 0.9,
|
||||
Speed_Aiming = 0.935,
|
||||
Speed_Reloading = 0.935,
|
||||
Speed_Firing = 0.935,
|
||||
|
||||
Features = "firearm",
|
||||
}
|
||||
|
||||
|
@ -923,7 +1007,7 @@ do -- Rifles
|
|||
{ Mode = 1 },
|
||||
},
|
||||
Ammo = 30,
|
||||
Damage = 30,
|
||||
Damage = 32,
|
||||
Spread = 22/60,
|
||||
SpreadAdd = 11/60,
|
||||
SpreadAddMax = 10,
|
||||
|
@ -932,6 +1016,52 @@ do -- Rifles
|
|||
SpreadDecay_End = 12,
|
||||
SpreadDecay_RampTime = 0.3,
|
||||
|
||||
Speed_Move = 0.9,
|
||||
Speed_Aiming = 0.85,
|
||||
Speed_Reloading = 0.9,
|
||||
Speed_Firing = 0.85,
|
||||
|
||||
Features = "firearm",
|
||||
}
|
||||
|
||||
end
|
||||
|
||||
do -- Sniper rifles
|
||||
|
||||
WEAPONS["barrett"] = {
|
||||
Name = "BARRETT .50c",
|
||||
Description = "Semi-automatic .50 slinger. Turns people into slushie!",
|
||||
Type = "sniper",
|
||||
|
||||
Icon = Material( "benny/weapons/m16a2.png", "smooth" ),
|
||||
WModel = "models/weapons/w_rif_m16a2.mdl",
|
||||
HoldType = "rpg",
|
||||
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 },
|
||||
|
||||
Sound_Fire = "M16A2.Fire",
|
||||
Sound_DryFire = "Common.Dryfire.Rifle",
|
||||
Sound_MagOut = "M16A2.MagOut",
|
||||
Sound_MagIn = "M16A2.MagIn",
|
||||
|
||||
Delay = (60/700),
|
||||
Firemodes = {
|
||||
{ Mode = 1 },
|
||||
},
|
||||
Ammo = 5,
|
||||
Damage = 99,
|
||||
Spread = 5/60,
|
||||
SpreadAdd = 3,
|
||||
SpreadAddMax = 9,
|
||||
|
||||
SpreadDecay_Start = 0,
|
||||
SpreadDecay_End = 12,
|
||||
SpreadDecay_RampTime = 0.3,
|
||||
|
||||
Speed_Move = 0.75,
|
||||
Speed_Aiming = 0.75,
|
||||
Speed_Reloading = 0.5,
|
||||
Speed_Firing = 0.334,
|
||||
|
||||
Features = "firearm",
|
||||
}
|
||||
|
||||
|
@ -956,7 +1086,7 @@ do -- Machine guns
|
|||
Delay = (60/650),
|
||||
Firemodes = FIREMODE_AUTOSEMI,
|
||||
Ammo = 75,
|
||||
Damage = 10,
|
||||
Damage = 32,
|
||||
Spread = 26/60,
|
||||
SpreadAdd = 22/60,
|
||||
SpreadAddMax = 10,
|
||||
|
@ -985,7 +1115,7 @@ do -- Machine guns
|
|||
Delay = (60/850),
|
||||
Firemodes = FIREMODE_AUTOSEMI,
|
||||
Ammo = 60,
|
||||
Damage = 10,
|
||||
Damage = 29,
|
||||
Spread = 36/60,
|
||||
SpreadAdd = 33/60,
|
||||
SpreadAddMax = 15,
|
||||
|
|
Loading…
Reference in New Issue