FANDOM


Gunrunning

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            <Item>VEHICLE_WEAPON_DUNE_GRENADELAUNCHER</Item>
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          <fUprightDampingConstant value="30.000000" />
          <fAttachedMaxDistance value="-0.000000" />
          <fAttachedMaxPenetration value="0.000000" />
          <fAttachRaiseZ value="0.200000" />
          <fPosConstraintMassRatio value="3.000000" />
        </Item>
        <Item type="CVehicleWeaponHandlingData">
          <uWeaponHash>
			<Item>VEHICLE_WEAPON_MOBILEOPS_CANNON</Item>
			<Item>VEHICLE_WEAPON_MOBILEOPS_CANNON</Item>
			<Item>VEHICLE_WEAPON_MOBILEOPS_CANNON</Item>
			<Item />
          </uWeaponHash>
          <WeaponSeats content="int_array">
			2
            0
			1
			0
          </WeaponSeats>
		  <WeaponVehicleModType>
            <Item />
            <Item />
            <Item />
            <Item />
		  </WeaponVehicleModType>
          <fTurretSpeed content="float_array">
            15.000000	
            15.000000	
			15.000000	
          </fTurretSpeed>
          <fTurretPitchMin content="float_array">
             -1.5
             -1.5
			 -1.5
          </fTurretPitchMin>
          <fTurretPitchMax content="float_array">
            0.707000	
            0.707000		
			0.707000		
          </fTurretPitchMax>
          <fTurretCamPitchMin content="float_array">
            -1.5
            -1.5
			-1.5
          </fTurretCamPitchMin>
          <fTurretCamPitchMax content="float_array">
            0.707000	
            0.707000	
			0.707000	
          </fTurretCamPitchMax>
          <fBulletVelocityForGravity content="float_array">
            0.000000	
            0.000000	
            0.000000	
          </fBulletVelocityForGravity>
          <fTurretPitchForwardMin content="float_array">
            -1.5
            -1.5
			-1.5
          </fTurretPitchForwardMin>
          <fUvAnimationMult value="0.000000" />
          <fMiscGadgetVar value="0.000000" />
          <fWheelImpactOffset value="0.000000" />
        </Item>
        <Item type="NULL" />
      </SubHandlingData>
    </Item>
  </HandlingData>
</CHandlingDataMgr>