<BLCMM v="1">
#<!!!You opened a file saved with BLCMM in FilterTool. Please update to BLCMM to properly open this file!!!>
	<head>
		<type name="BL2" offline="false"/>
		<profiles>
			<profile name="default" current="true"/>
		</profiles>
	</head>
	<body>
		<category name="Kraken">
			<comment>#############################################################################</comment>
			<comment>## Name of Gun: Kraken                                                     ##</comment>
			<comment>## Replaced Gun: Tidal Wave                                                ##</comment>
			<comment>## Gun Effect: 4 pellets in +, decent damage and incendiary but small mag. ##</comment>
			<comment>## Rarity: Unique                                                          ##</comment>
			<comment>## Loot Source: Roscoe & Captain Scarlett's pistol replacement             ##</comment>
			<comment>##                                                                         ##</comment>
			<comment>## by TheRealVenom & osetor74                                              ##</comment>
			<comment>#############################################################################</comment>
			<category name="UI Elements">
				<code profiles="default">set GD_Weap_Shotgun.Name.Title.Title__Unique_TidalWave PartName Kraken</code>
				<code profiles="default">set GD_Weap_Shotgun.Name.Title.Title__Unique_TidalWave:AttributePresentationDefinition_8 NoConstraintText They don't call it a <font color="#006688">release</font> anymore. These days a Kraken is <font color="#006688">dropped</font>.</code>
				<code profiles="default">set GD_Weap_Shotgun.Barrel.SG_Barrel_Jakobs_TidalWave rarity (BaseValueConstant=6.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)</code>
			</category>
			<category name="Firing Mode">
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave FireType EWWFT_Bullet</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamLockBehavior LBL_LockOn</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave DamageTypeDefinition WillowDamageTypeDefinition'GD_Incendiary.DamageType.DmgType_Incendiary_Impact'</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave ProjectileDefinition None</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave ExplosionOverrideDefinition ExplosionCollectionDefinition'GD_Weap_Shared_Effects.Default_Elemental_Explosions'</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave ExplosionOverideInstanceDataName ExplosionOverride</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave PartSysTemplate ParticleSystem'FX_WEP_Trails.Particles.Part_Wep_Tracer_Wavy'</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave ConditionalPartSysTemplate None</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave OnAnyImpact (Behavior_Explode'GD_Weap_Shotgun.FiringModes.Bullets_Shotgun_Torgue_GyroJet:Behavior_Explode_5')</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave Lifetime 1.500000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave TraceInterval 0.200000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bSuppressImpactEffects False</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bPenetratePawn False</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bParameterizedSourceLocation False</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bBeamChooseRandomBone False</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bFireRandomlyFromPattern False</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bResetPatternAfterEachShot False</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bSuppressWeaponSpread True</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bScalePatternByWeaponSpread True</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave OverchargedImpactTemplate None</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave NumRicochets 0</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave Speed 1200.000000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave Acceleration (X=0.000000,Y=0.000000,Z=0.000000)</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave WaveFreq = (X=0.000000,Y=0.000000,Z=0.000000)</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave WaveAmp = (X=0.000000,Y=0.000000,Z=0.000000)</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave WavePhase = (X=0.000000,Y=0.000000,Z=0.000000)</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave RicochetFriction = 0.000000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave AirFriction = 0.000000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave TimerEvents = (Time=0.500000,Response=(SplitNum=0,SplitAngle=0.000000,SplitAngleOffset=0.000000,SplitDistance=0.000000,SplitFire=None,NewSpeed=0.000000,bDetonate=True,bRespawnTracer=False,bUpdateBeamSourceLocation=False,Behaviors=(Behavior_Explode'GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_Teeth:Behavior_Explode_1')))</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave RicochetResponse = (SplitNum=0,SplitAngle=0.000000,SplitAngleOffset=0.000000,SplitDistance=0.000000,SplitFire=None,NewSpeed=0.000000,bDetonate=False,bRespawnTracer=False,bUpdateBeamSourceLocation=False,Behaviors=)</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave TraceExtent = (X=0.000000,Y=0.000000,Z=0.000000)</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave LightProjectileSourceLocationName = SourceLocation</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamMaxLockOnDistance = 5000.000000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamMaxLength = 7500.000000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamSourceTangentStrengthOverDistance = 1.500000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamTargetTangentStrengthOverDistance = 0.250000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamApproxRepUpdateTime = 1.000000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamTraceNumSteps = 6</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamSourceLocationName = SourceLocation</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamSourceTangentName = SourceTangent</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamSourceStrengthName = SourceStrength</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamTargetLocationName = TargetLocation</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamTargetTangentName = TargetTangent</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamTargetStrengthName = TargetStrength</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamDirectionName = Direction</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamChainDelay = 1.000000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamChainNum = 3</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamChainMaxDistance = 4000.000000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamRandomBoneTimeMin = 1.000000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamRandomBoneTimeMax = 2.000000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave SoundDefinition FiringModeSoundDefinition'GD_Weap_Bullet_Tech_Sounds.Sound_Definitions.Gyrojet_Projectile'</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave FiringPatternLines ((StartPoint=(Pitch=0,Yaw=0,Roll=0),EndPoint=(Pitch=0,Yaw=0,Roll=0),bUseStartPointOnly=True,CustomWaveMotion=(bUseCustomWaveMotion=True,WaveFreq=(X=0.000000,Y=600.000000,Z=600.000000),WaveAmp=(X=0.000000,Y=0.000000,Z=64.000000),WavePhase=(X=0.000000,Y=0.000000,Z=0.000000))),(StartPoint=(Pitch=0,Yaw=0,Roll=0),EndPoint=(Pitch=0,Yaw=0,Roll=0),bUseStartPointOnly=True,CustomWaveMotion=(bUseCustomWaveMotion=True,WaveFreq=(X=0.000000,Y=600.000000,Z=600.000000),WaveAmp=(X=0.000000,Y=0.000000,Z=-64.000000),WavePhase=(X=0.000000,Y=0.000000,Z=0.000000))),(StartPoint=(Pitch=0,Yaw=0,Roll=0),EndPoint=(Pitch=0,Yaw=0,Roll=0),bUseStartPointOnly=True,CustomWaveMotion=(bUseCustomWaveMotion=True,WaveFreq=(X=0.000000,Y=600.000000,Z=600.000000),WaveAmp=(X=0.000000,Y=64.000000,Z=0.000000),WavePhase=(X=0.000000,Y=0.000000,Z=0.000000))),(StartPoint=(Pitch=0,Yaw=0,Roll=0),EndPoint=(Pitch=0,Yaw=0,Roll=0),bUseStartPointOnly=True,CustomWaveMotion=(bUseCustomWaveMotion=True,WaveFreq=(X=0.000000,Y=600.000000,Z=600.000000),WaveAmp=(X=0.000000,Y=-64.000000,Z=0.000000),WavePhase=(X=0.000000,Y=0.000000,Z=0.000000))))</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BasePatternSpread 4.000000</code>
				<code profiles="default">set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave MinPatternScale 0.500000</code>
			</category>
			<category name="Stats">
				<code profiles="default">set GD_Weap_Shotgun.Barrel.SG_Barrel_Jakobs_TidalWave WeaponAttributeEffects ((AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponProjectilesPerShot',ModifierType=MT_PostAdd,BaseModifierValue=(BaseValueConstant=3.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=-1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponDamage',ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=3.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)))</code>
				<code profiles="default">set GD_Weap_Shotgun.Barrel.SG_Barrel_Jakobs_TidalWave ExternalAttributeEffects ((AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponShotCost',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponSpread',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=7.500000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)))</code>
				<code profiles="default">set GD_Weap_Shotgun.Barrel.SG_Barrel_Jakobs_TidalWave ElementalPartData (bEnabled=True,WeightedParts=((Part=WeaponPartDefinition'GD_Weap_Shotgun.elemental.Shotgun_Elemental_Fire',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2)))</code>
			</category>
			<category name="Texture">
				<code profiles="default">set GD_Weap_Shotgun.Barrel.SG_Barrel_Jakobs_TidalWave GestaltModeSkeletalMeshName SG_Barrel_Bandit</code>
				<code profiles="default">set Common_GunMaterials.Materials.Shotgun.Mati_JakobsUniqueSG_Wave Material Orchid_GunMaterials.Materials.Shotgun.Mati_BanditRare_SG_3_JollyRoger</code>
				<code profiles="default">set Common_GunMaterials.Materials.Shotgun.Mati_JakobsUniqueSG_Wave TextureParameterValues ((ParameterName="p_Masks",ParameterValue=Texture2D'Weap_Shotguns.Tex.Weap_Shotgun_Comp',ExpressionGUID=(A=-330624041,B=1167251458,C=-335191907,D=-166684394)),(ParameterName="p_NormalScopesEmissive",ParameterValue=Texture2D'Weap_Shotguns.Tex.Weap_Shotgun_Nor',ExpressionGUID=(A=-1743872746,B=1126171774,C=119496871,D=-1952271718)),(ParameterName="P_SimpleReflect",ParameterValue=Texture2D'Common_GunMaterials.Env.Gold',ExpressionGUID=(A=-858148940,B=1327945772,C=148462268,D=1899047224)),(ParameterName="p_Decal",ParameterValue=Texture2D'Common_GunMaterials.Logos.Icon_Teeth',ExpressionGUID=(A=-923052711,B=1309861752,C=584229786,D=-1229888527)),(ParameterName="p_Pattern",ParameterValue=Texture2D'Common_GunMaterials.Patterns.Pattern_JakobsUncommonWood',ExpressionGUID=(A=534250533,B=1202550002,C=1578302861,D=-717876416)),(ParameterName="p_Diffuse",ParameterValue=Texture2D'Common_GunMaterials.CompTextures.Weap_LauncherShotgunPistol_Comp',ExpressionGUID=(A=1757607260,B=1326539502,C=-317215581,D=-565807463)))</code>
				<code profiles="default">set Common_GunMaterials.Materials.Shotgun.Mati_JakobsUniqueSG_Wave VectorParameterValues ((ParameterName="p_AColorHilight",ParameterValue=(R=0.173990,G=0.419874,B=0.186542,A=1.000000),ExpressionGUID=(A=384292798,B=1221323751,C=-2145405772,D=1872194118)),(ParameterName="p_AColorMidtone",ParameterValue=(R=0.237560,G=0.143812,B=0.058384,A=1.000000),ExpressionGUID=(A=1102826245,B=1256298978,C=-1429881438,D=-507521102)),(ParameterName="p_AColorShadow",ParameterValue=(R=0.032942,G=0.103661,B=0.220986,A=1.000000),ExpressionGUID=(A=1481234158,B=1129012376,C=-688827739,D=-2119135160)),(ParameterName="p_BColorHilight",ParameterValue=(R=0.055247,G=0.052551,B=0.051279,A=1.000000),ExpressionGUID=(A=170714760,B=1132476783,C=-275668290,D=655702143)),(ParameterName="p_BColorMidtone",ParameterValue=(R=0.081730,G=0.074973,B=0.104969,A=1.000000),ExpressionGUID=(A=473594356,B=1338758895,C=824823946,D=864253813)),(ParameterName="p_CColorHilight",ParameterValue=(R=0.111782,G=0.127067,B=0.076681,A=1.000000),ExpressionGUID=(A=759765673,B=1280874949,C=257367956,D=-932702788)),(ParameterName="p_CColorMidtone",ParameterValue=(R=0.057537,G=0.057232,B=0.082870,A=1.000000),ExpressionGUID=(A=110180441,B=1232792373,C=-1232281417,D=-1030626065)),(ParameterName="p_CColorShadow",ParameterValue=(R=0.109886,G=0.111600,B=0.198888,A=1.000000),ExpressionGUID=(A=716329441,B=1214803259,C=-238071112,D=-1004122047)),(ParameterName="p_ReflectColor",ParameterValue=(R=1.488853,G=2.011036,B=1.625214,A=1.000000),ExpressionGUID=(A=295058103,B=1318551573,C=-2045449573,D=-547597976)),(ParameterName="p_ReflectionChannelScale",ParameterValue=(R=0.750000,G=0.900000,B=1.000000,A=0.000000),ExpressionGUID=(A=1869386622,B=1303200947,C=-1616405849,D=714558284)),(ParameterName="p_DecalScalePosition",ParameterValue=(R=4.000000,G=10.204500,B=0.791231,A=0.562700),ExpressionGUID=(A=395540170,B=1243133493,C=-1264190552,D=123075385)),(ParameterName="p_DecalColor",ParameterValue=(R=3.228364,G=5.228364,B=15.228364,A=1.000000),ExpressionGUID=(A=1691998600,B=1239094551,C=2074257317,D=1844701893)),(ParameterName="p_PatternScalePosition",ParameterValue=(R=8.080000,G=8.532700,B=1.000000,A=1.000000),ExpressionGUID=(A=-2005018406,B=1132497243,C=-39915121,D=208423616)),(ParameterName="p_DecalChannel",ParameterValue=(R=1.000000,G=0.000000,B=0.000000,A=0.000000),ExpressionGUID=(A=1757499073,B=1097055033,C=-1266029657,D=1038353636)),(ParameterName="p_PatternChannel",ParameterValue=(R=1.000000,G=0.000000,B=1.000000,A=0.000000),ExpressionGUID=(A=1757499073,B=1097055033,C=-1266029657,D=1038353636)),(ParameterName="p_PatternChannelScale",ParameterValue=(R=1.000000,G=0.000000,B=0.000000,A=0.000000),ExpressionGUID=(A=439432319,B=1091149893,C=-1991909502,D=1816944627)),(ParameterName="p_PatternColor",ParameterValue=(R=15.152860,G=5.343977,B=20.343977,A=1.000000),ExpressionGUID=(A=676539706,B=1125682796,C=1871983293,D=-2049503601)))</code>
				<code profiles="default">set Common_GunMaterials.Materials.Shotgun.Mati_JakobsUniqueSG_Wave ScalarParameterValues ((ParameterName="p_DecalRotate",ParameterValue=0.00000,ExpressionGUID=(A=-276527909,B=1298581551,C=856978878,D=743944047)),(ParameterName="p_ReplacePattern",ParameterValue=0.000000,ExpressionGUID=(A=-2084339847,B=1096440125,C=439008937,D=45433490)),(ParameterName="p_UseFullColorDecal",ParameterValue=1.000000,ExpressionGUID=(A=-1064329812,B=1077705328,C=339664807,D=1869745420)),(ParameterName="p_ReplaceDecal",ParameterValue=0.000000,ExpressionGUID=(A=85863466,B=1257609701,C=-728575820,D=1337098176)))</code>
			</category>
		</category>
	</body>
</BLCMM>

#Commands:
set GD_Weap_Shotgun.Name.Title.Title__Unique_TidalWave PartName Kraken
set GD_Weap_Shotgun.Name.Title.Title__Unique_TidalWave:AttributePresentationDefinition_8 NoConstraintText They don't call it a <font color="#006688">release</font> anymore. These days a Kraken is <font color="#006688">dropped</font>.
set GD_Weap_Shotgun.Barrel.SG_Barrel_Jakobs_TidalWave rarity (BaseValueConstant=6.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave FireType EWWFT_Bullet
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamLockBehavior LBL_LockOn
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave DamageTypeDefinition WillowDamageTypeDefinition'GD_Incendiary.DamageType.DmgType_Incendiary_Impact'
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave ProjectileDefinition None
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave ExplosionOverrideDefinition ExplosionCollectionDefinition'GD_Weap_Shared_Effects.Default_Elemental_Explosions'
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave ExplosionOverideInstanceDataName ExplosionOverride
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave PartSysTemplate ParticleSystem'FX_WEP_Trails.Particles.Part_Wep_Tracer_Wavy'
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave ConditionalPartSysTemplate None
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave OnAnyImpact (Behavior_Explode'GD_Weap_Shotgun.FiringModes.Bullets_Shotgun_Torgue_GyroJet:Behavior_Explode_5')
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave Lifetime 1.500000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave TraceInterval 0.200000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bSuppressImpactEffects False
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bPenetratePawn False
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bParameterizedSourceLocation False
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bBeamChooseRandomBone False
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bFireRandomlyFromPattern False
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bResetPatternAfterEachShot False
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bSuppressWeaponSpread True
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave bScalePatternByWeaponSpread True
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave OverchargedImpactTemplate None
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave NumRicochets 0
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave Speed 1200.000000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave Acceleration (X=0.000000,Y=0.000000,Z=0.000000)
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave WaveFreq = (X=0.000000,Y=0.000000,Z=0.000000)
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave WaveAmp = (X=0.000000,Y=0.000000,Z=0.000000)
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave WavePhase = (X=0.000000,Y=0.000000,Z=0.000000)
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave RicochetFriction = 0.000000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave AirFriction = 0.000000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave TimerEvents = (Time=0.500000,Response=(SplitNum=0,SplitAngle=0.000000,SplitAngleOffset=0.000000,SplitDistance=0.000000,SplitFire=None,NewSpeed=0.000000,bDetonate=True,bRespawnTracer=False,bUpdateBeamSourceLocation=False,Behaviors=(Behavior_Explode'GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_Teeth:Behavior_Explode_1')))
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave RicochetResponse = (SplitNum=0,SplitAngle=0.000000,SplitAngleOffset=0.000000,SplitDistance=0.000000,SplitFire=None,NewSpeed=0.000000,bDetonate=False,bRespawnTracer=False,bUpdateBeamSourceLocation=False,Behaviors=)
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave TraceExtent = (X=0.000000,Y=0.000000,Z=0.000000)
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave LightProjectileSourceLocationName = SourceLocation
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamMaxLockOnDistance = 5000.000000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamMaxLength = 7500.000000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamSourceTangentStrengthOverDistance = 1.500000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamTargetTangentStrengthOverDistance = 0.250000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamApproxRepUpdateTime = 1.000000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamTraceNumSteps = 6
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamSourceLocationName = SourceLocation
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamSourceTangentName = SourceTangent
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamSourceStrengthName = SourceStrength
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamTargetLocationName = TargetLocation
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamTargetTangentName = TargetTangent
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamTargetStrengthName = TargetStrength
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamDirectionName = Direction
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamChainDelay = 1.000000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamChainNum = 3
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamChainMaxDistance = 4000.000000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamRandomBoneTimeMin = 1.000000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BeamRandomBoneTimeMax = 2.000000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave SoundDefinition FiringModeSoundDefinition'GD_Weap_Bullet_Tech_Sounds.Sound_Definitions.Gyrojet_Projectile'
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave FiringPatternLines ((StartPoint=(Pitch=0,Yaw=0,Roll=0),EndPoint=(Pitch=0,Yaw=0,Roll=0),bUseStartPointOnly=True,CustomWaveMotion=(bUseCustomWaveMotion=True,WaveFreq=(X=0.000000,Y=600.000000,Z=600.000000),WaveAmp=(X=0.000000,Y=0.000000,Z=64.000000),WavePhase=(X=0.000000,Y=0.000000,Z=0.000000))),(StartPoint=(Pitch=0,Yaw=0,Roll=0),EndPoint=(Pitch=0,Yaw=0,Roll=0),bUseStartPointOnly=True,CustomWaveMotion=(bUseCustomWaveMotion=True,WaveFreq=(X=0.000000,Y=600.000000,Z=600.000000),WaveAmp=(X=0.000000,Y=0.000000,Z=-64.000000),WavePhase=(X=0.000000,Y=0.000000,Z=0.000000))),(StartPoint=(Pitch=0,Yaw=0,Roll=0),EndPoint=(Pitch=0,Yaw=0,Roll=0),bUseStartPointOnly=True,CustomWaveMotion=(bUseCustomWaveMotion=True,WaveFreq=(X=0.000000,Y=600.000000,Z=600.000000),WaveAmp=(X=0.000000,Y=64.000000,Z=0.000000),WavePhase=(X=0.000000,Y=0.000000,Z=0.000000))),(StartPoint=(Pitch=0,Yaw=0,Roll=0),EndPoint=(Pitch=0,Yaw=0,Roll=0),bUseStartPointOnly=True,CustomWaveMotion=(bUseCustomWaveMotion=True,WaveFreq=(X=0.000000,Y=600.000000,Z=600.000000),WaveAmp=(X=0.000000,Y=-64.000000,Z=0.000000),WavePhase=(X=0.000000,Y=0.000000,Z=0.000000))))
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave BasePatternSpread 4.000000
set GD_Weap_Shotgun.FiringModes.Bullet_Shotgun_TidalWave MinPatternScale 0.500000
set GD_Weap_Shotgun.Barrel.SG_Barrel_Jakobs_TidalWave WeaponAttributeEffects ((AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponProjectilesPerShot',ModifierType=MT_PostAdd,BaseModifierValue=(BaseValueConstant=3.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=-1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponDamage',ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=3.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)))
set GD_Weap_Shotgun.Barrel.SG_Barrel_Jakobs_TidalWave ExternalAttributeEffects ((AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponShotCost',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponSpread',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=7.500000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)))
set GD_Weap_Shotgun.Barrel.SG_Barrel_Jakobs_TidalWave ElementalPartData (bEnabled=True,WeightedParts=((Part=WeaponPartDefinition'GD_Weap_Shotgun.elemental.Shotgun_Elemental_Fire',Manufacturers=,MinGameStageIndex=0,MaxGameStageIndex=1,DefaultWeightIndex=2)))
set GD_Weap_Shotgun.Barrel.SG_Barrel_Jakobs_TidalWave GestaltModeSkeletalMeshName SG_Barrel_Bandit
set Common_GunMaterials.Materials.Shotgun.Mati_JakobsUniqueSG_Wave Material Orchid_GunMaterials.Materials.Shotgun.Mati_BanditRare_SG_3_JollyRoger
set Common_GunMaterials.Materials.Shotgun.Mati_JakobsUniqueSG_Wave TextureParameterValues ((ParameterName="p_Masks",ParameterValue=Texture2D'Weap_Shotguns.Tex.Weap_Shotgun_Comp',ExpressionGUID=(A=-330624041,B=1167251458,C=-335191907,D=-166684394)),(ParameterName="p_NormalScopesEmissive",ParameterValue=Texture2D'Weap_Shotguns.Tex.Weap_Shotgun_Nor',ExpressionGUID=(A=-1743872746,B=1126171774,C=119496871,D=-1952271718)),(ParameterName="P_SimpleReflect",ParameterValue=Texture2D'Common_GunMaterials.Env.Gold',ExpressionGUID=(A=-858148940,B=1327945772,C=148462268,D=1899047224)),(ParameterName="p_Decal",ParameterValue=Texture2D'Common_GunMaterials.Logos.Icon_Teeth',ExpressionGUID=(A=-923052711,B=1309861752,C=584229786,D=-1229888527)),(ParameterName="p_Pattern",ParameterValue=Texture2D'Common_GunMaterials.Patterns.Pattern_JakobsUncommonWood',ExpressionGUID=(A=534250533,B=1202550002,C=1578302861,D=-717876416)),(ParameterName="p_Diffuse",ParameterValue=Texture2D'Common_GunMaterials.CompTextures.Weap_LauncherShotgunPistol_Comp',ExpressionGUID=(A=1757607260,B=1326539502,C=-317215581,D=-565807463)))
set Common_GunMaterials.Materials.Shotgun.Mati_JakobsUniqueSG_Wave VectorParameterValues ((ParameterName="p_AColorHilight",ParameterValue=(R=0.173990,G=0.419874,B=0.186542,A=1.000000),ExpressionGUID=(A=384292798,B=1221323751,C=-2145405772,D=1872194118)),(ParameterName="p_AColorMidtone",ParameterValue=(R=0.237560,G=0.143812,B=0.058384,A=1.000000),ExpressionGUID=(A=1102826245,B=1256298978,C=-1429881438,D=-507521102)),(ParameterName="p_AColorShadow",ParameterValue=(R=0.032942,G=0.103661,B=0.220986,A=1.000000),ExpressionGUID=(A=1481234158,B=1129012376,C=-688827739,D=-2119135160)),(ParameterName="p_BColorHilight",ParameterValue=(R=0.055247,G=0.052551,B=0.051279,A=1.000000),ExpressionGUID=(A=170714760,B=1132476783,C=-275668290,D=655702143)),(ParameterName="p_BColorMidtone",ParameterValue=(R=0.081730,G=0.074973,B=0.104969,A=1.000000),ExpressionGUID=(A=473594356,B=1338758895,C=824823946,D=864253813)),(ParameterName="p_CColorHilight",ParameterValue=(R=0.111782,G=0.127067,B=0.076681,A=1.000000),ExpressionGUID=(A=759765673,B=1280874949,C=257367956,D=-932702788)),(ParameterName="p_CColorMidtone",ParameterValue=(R=0.057537,G=0.057232,B=0.082870,A=1.000000),ExpressionGUID=(A=110180441,B=1232792373,C=-1232281417,D=-1030626065)),(ParameterName="p_CColorShadow",ParameterValue=(R=0.109886,G=0.111600,B=0.198888,A=1.000000),ExpressionGUID=(A=716329441,B=1214803259,C=-238071112,D=-1004122047)),(ParameterName="p_ReflectColor",ParameterValue=(R=1.488853,G=2.011036,B=1.625214,A=1.000000),ExpressionGUID=(A=295058103,B=1318551573,C=-2045449573,D=-547597976)),(ParameterName="p_ReflectionChannelScale",ParameterValue=(R=0.750000,G=0.900000,B=1.000000,A=0.000000),ExpressionGUID=(A=1869386622,B=1303200947,C=-1616405849,D=714558284)),(ParameterName="p_DecalScalePosition",ParameterValue=(R=4.000000,G=10.204500,B=0.791231,A=0.562700),ExpressionGUID=(A=395540170,B=1243133493,C=-1264190552,D=123075385)),(ParameterName="p_DecalColor",ParameterValue=(R=3.228364,G=5.228364,B=15.228364,A=1.000000),ExpressionGUID=(A=1691998600,B=1239094551,C=2074257317,D=1844701893)),(ParameterName="p_PatternScalePosition",ParameterValue=(R=8.080000,G=8.532700,B=1.000000,A=1.000000),ExpressionGUID=(A=-2005018406,B=1132497243,C=-39915121,D=208423616)),(ParameterName="p_DecalChannel",ParameterValue=(R=1.000000,G=0.000000,B=0.000000,A=0.000000),ExpressionGUID=(A=1757499073,B=1097055033,C=-1266029657,D=1038353636)),(ParameterName="p_PatternChannel",ParameterValue=(R=1.000000,G=0.000000,B=1.000000,A=0.000000),ExpressionGUID=(A=1757499073,B=1097055033,C=-1266029657,D=1038353636)),(ParameterName="p_PatternChannelScale",ParameterValue=(R=1.000000,G=0.000000,B=0.000000,A=0.000000),ExpressionGUID=(A=439432319,B=1091149893,C=-1991909502,D=1816944627)),(ParameterName="p_PatternColor",ParameterValue=(R=15.152860,G=5.343977,B=20.343977,A=1.000000),ExpressionGUID=(A=676539706,B=1125682796,C=1871983293,D=-2049503601)))
set Common_GunMaterials.Materials.Shotgun.Mati_JakobsUniqueSG_Wave ScalarParameterValues ((ParameterName="p_DecalRotate",ParameterValue=0.00000,ExpressionGUID=(A=-276527909,B=1298581551,C=856978878,D=743944047)),(ParameterName="p_ReplacePattern",ParameterValue=0.000000,ExpressionGUID=(A=-2084339847,B=1096440125,C=439008937,D=45433490)),(ParameterName="p_UseFullColorDecal",ParameterValue=1.000000,ExpressionGUID=(A=-1064329812,B=1077705328,C=339664807,D=1869745420)),(ParameterName="p_ReplaceDecal",ParameterValue=0.000000,ExpressionGUID=(A=85863466,B=1257609701,C=-728575820,D=1337098176)))