//============================================================================= // KFPerk_FieldMedic //============================================================================= // The medic perk class //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Christian "schneidzekk" Schneider //============================================================================= class KFPerk_FieldMedic extends KFPerk native; //`include(KFOnlineStats.uci) /** Passive skills */ var const PerkSkill HealerRecharge; var const PerkSkill HealPotency; var const PerkSkill BloatBileResistance; var const PerkSkill MovementSpeed; var const PerkSkill Armor; var const private float SelfHealingSurgePct; var const private float MaxSurvivalistResistance; var const private float CombatantSpeedModifier; var const private float MaxHealingSpeedBoost; var const private float HealingSpeedBoostDuration; var const private float MaxHealingDamageBoost; var const private float HealingDamageBoostDuration; var const private float MaxHealingShield; var const private float HealingShieldDuration; var const private ParticleSystem AAParticleSystem; var const private float SnarePower; var private const float SnareSpeedModifier; /** Defines the explosion. */ var private KFGameExplosion AAExplosionTemplate; var const private class AAExplosionDamageType; /** Toxic cloud explosion */ var private KFGameExplosion TCExplosionTemplate; var class ZedativeCloudExplosionActorClass; var float ZedativeExplosionDelay; var int ZedativeHealth; var int ZedativeDamage; var class ZedativeDamageType; var class ZedativeHealingType; var int ZedativeEffectRadius; enum EMedicPerkSkills { EMedicHealingSurge, EMedicSurvivalist, EMedicHealingSpeedBoost, EMedicCombatant, EMedicHealingDamageBoost, EMedicAcidicCompound, EMedicHealingShield, EMedicEnforcer, EMedicAirborneAgent, EMedicZedative }; /********************************************************************************************* * @name Perk init and spawning ******************************************************************************************** */ /********************************************************************************************* * @name Passive skills functions ********************************************************************************************* */ /** * @brief Modifies how long one recharge cycle takes * * @param RechargeRate charging rate per sec */ simulated function ModifyHealerRechargeTime( out float RechargeRate ) { local float HealerRechargeTimeMod; HealerRechargeTimeMod = GetPassiveValue( HealerRecharge, GetLevel() ); `QALog( "HealerRecharge" @ HealerRechargeTimeMod, bLogPerk ); RechargeRate /= HealerRechargeTimeMod; } /** * @brief Modifies how potent one healing shot is * * @param HealAmount health repaired * @return true if Armament is active to repair armor if possible */ function bool ModifyHealAmount( out float HealAmount ) { HealAmount *= GetPassiveValue( HealPotency, GetLevel() ); return IsHealingSurgeActive(); } /** * @brief Modifies the damage taken * * @param InDamage damage * @param DamageType the damage type used (optional) */ function ModifyDamageTaken( out int InDamage, optional class DamageType, optional Controller InstigatedBy ) { local float TempDamage; local float SurvivalistResistance; if( InDamage <= 0 ) { return; } TempDamage = InDamage; switch( DamageType.Name ) { case 'KFDT_BloatPuke': TempDamage -= TempDamage * GetPassiveValue( BloatBileResistance, GetLevel() ); FMax( TempDamage, 1.f ); break; } if( IsSurvivalistActive() ) { SurvivalistResistance = (OwnerPawn.HealthMax - OwnerPawn.Health) * GetSkillValue( PerkSkills[EMedicSurvivalist] ); TempDamage -= TempDamage * FMin( SurvivalistResistance, MaxSurvivalistResistance ); `QALog( "Survivalist Damage Resistance =" @ FMin( SurvivalistResistance, MaxSurvivalistResistance ), bLogPerk ); } `QALog( "Change in Damage Taken" @ GetPercentage( InDamage, Round(TempDamage) ), bLogPerk ); InDamage = Round( TempDamage ); } /** * @brief Weapons and perk skills can affect the jog/sprint speed * * @param Speed jog/sprint speed */ simulated function ModifySpeed( out float Speed ) { local float TempSpeed; TempSpeed = Speed + Speed * GetPassiveValue( MovementSpeed, GetLevel() ); if( IsCombatantActive() ) { TempSpeed += Speed * static.GetComabatantSpeedModifier(); } Speed = TempSpeed; } private simulated static function float GetComabatantSpeedModifier() { return default.CombatantSpeedModifier; } /** * @brief Modifies the pawn's MaxArmor * * @param MaxArmor the maximum armor value */ function ModifyArmor( out byte MaxArmor ) { local float TempArmor; TempArmor = MaxArmor; TempArmor *= GetPassiveValue( Armor, GetLevel() ); `QALog( "Modify MaxArmor" @ GetPercentage( MaxArmor, FCeil( TempArmor )), bLogPerk ); MaxArmor = FCeil( TempArmor ); } /********************************************************************************************* * @name Selectable skills functions ********************************************************************************************* */ /** * @brief modifies the players health * * @param InHealth health */ function ModifyHealth( out int InHealth ) { local float TempHealth; if( IsHealingSurgeActive() ) { TempHealth = InHealth; TempHealth += InHealth * GetSkillValue( PerkSkills[EMedicHealingSurge] ); `QALog( "Healing Surge" @ GetPercentage( InHealth, Round( TempHealth ) ), bLogPerk ); InHealth = Round( TempHealth ); } } simulated function float GetSelfHealingSurgePct() { return default.SelfHealingSurgePct; } /** * @brief Modifies mag capacity and count * * @param KFW the weapon * @param MagazineCapacity modified mag capacity * @param WeaponPerkClass the weapon's associated perk class (optional) */ simulated function ModifyMagSizeAndNumber( KFWeapon KFW, out int MagazineCapacity, optional array< Class > WeaponPerkClass, optional bool bSecondary=false, optional name WeaponClassname ) { local float TempCapacity; TempCapacity = MagazineCapacity; // Fix this function on the trader because KFW is None and the check cannot look for bNoMagazine = true if(WeaponClassname != 'KFWeap_Rifle_HRGIncision' && WeaponClassName != 'KFWeap_HRG_MedicMissile') { if( IsWeaponOnPerk( KFW, WeaponPerkClass, self.class ) && (KFW == none || !KFW.bNoMagazine) && !bSecondary ) { if( IsCombatantActive() ) { TempCapacity += MagazineCapacity * GetSkillValue( PerkSkills[EMedicCombatant] ); } } } MagazineCapacity = Round( TempCapacity ); } simulated function bool GetHealingSpeedBoostActive() { return IsHealingSpeedBoostActive(); } simulated static function byte GetHealingSpeedBoost() { return byte(GetSkillValue( default.PerkSkills[EMedicHealingSpeedBoost] )); } simulated static function byte GetMaxHealingSpeedBoost() { return default.MaxHealingSpeedBoost; } simulated static function float GetHealingSpeedBoostDuration() { return default.HealingSpeedBoostDuration; } simulated function bool GetHealingDamageBoostActive() { return IsHealingDamageBoostActive(); } simulated static function byte GetHealingDamageBoost() { return byte(GetSkillValue( default.PerkSkills[EMedicHealingDamageBoost] )); } simulated static function byte GetMaxHealingDamageBoost() { return default.MaxHealingDamageBoost; } simulated static function float GetHealingDamageBoostDuration() { return default.HealingDamageBoostDuration; } simulated function bool GetHealingShieldActive() { return IsHealingShieldActive(); } simulated static function byte GetHealingShield() { return byte(GetSkillValue( default.PerkSkills[EMedicHealingShield] )); } simulated static function byte GetMaxHealingShield() { return default.MaxHealingShield; } simulated static function float GetHealingShieldDuration() { return default.HealingShieldDuration; } /** * @brief Modifies the damage dealt * * @param InDamage damage * @param DamageCauser weapon or projectile (optional) * @param MyKFPM the zed damaged (optional) * @param DamageInstigator responsible controller (optional) * @param class DamageType the damage type used (optional) */ simulated function ModifyDamageGiven( out int InDamage, optional Actor DamageCauser, optional KFPawn_Monster MyKFPM, optional KFPlayerController DamageInstigator, optional class DamageType, optional int HitZoneIdx ) { local KFWeapon KFW; local float TempDamage; TempDamage = InDamage; if( DamageCauser != none ) { KFW = GetWeaponFromDamageCauser( DamageCauser ); } if( KFW != none ) { if( IsEnforcerActive() && IsWeaponOnPerk( KFW,, self.class ) ) { TempDamage += InDamage * GetSkillValue( PerkSkills[EMedicEnforcer] ); `QALog( "Enforcer Damage Given" @ InDamage * GetSkillValue( PerkSkills[EMedicEnforcer] ), bLogPerk ); } if( IsZedativeActive() && IsWeaponOnPerk( KFW,, self.class ) ) { TempDamage += InDamage * GetSkillValue( PerkSkills[EMedicZedative] ); `QALog( "Zedative Damage Given" @ GetSkillValue( PerkSkills[EMedicZedative] ), bLogPerk ); } } `QALog( "Total Damage Given" @ DamageType @ KFW @ GetPercentage( InDamage, FCeil(TempDamage) ), bLogPerk ); InDamage = Round(TempDamage); } /** Takes the weapons primary damage and calculates the poisoning over time value */ /** * @brief Takes the weapons primary damage and calculates the bleeding over time value * * @param ToxicDamage the bleeding damage */ static function ModifyToxicDmg( out int ToxicDamage ) { local float TempDamage; TempDamage = float(ToxicDamage) * GetSkillValue( default.PerkSkills[EMedicAcidicCompound] ); ToxicDamage = FCeil( TempDamage ); } function NotifyZedTimeStarted() { if( IsAirborneAgentActive() && OwnerPawn != none && OwnerPawn.IsAliveAndWell() ) { OwnerPawn.StartAirBorneAgentEvent(); } } simulated static function KFGameExplosion GetAAExplosionTemplate() { return default.AAExplosionTemplate; } simulated static function class GetAADamageTypeClass() { return default.AAExplosionDamageType; } simulated static function class GetAAExplosionActorClass() { return class'KFExplosion_AirborneAgent'; } simulated static function ParticleSystem GetAAEffect() { return default.AAParticleSystem; } simulated function float GetSnareSpeedModifier() { return IsZedativeActive() ? SnareSpeedModifier : 1.f; } simulated function float GetSnarePowerModifier( optional class DamageType, optional byte HitZoneIdx ) { if( IsZedativeActive() && DamageType != none && IsDamageTypeOnPerk( class(DamageType) ) ) { return default.SnarePower; } return 0.f; } /********************************************************************************************* * @name Getters ********************************************************************************************* */ /** * @brief Checks if the Airborne Agent is active and we are in zed time * @return true/false */ private final function bool IsAirborneAgentActive() { return PerkSkills[EMedicAirborneAgent].bActive && IsPerkLevelAllowed(EMedicAirborneAgent); } /** * @brief Checks if Acidic Compound skill is active * * @return true/false */ function bool IsAcidicCompoundActive() { return PerkSkills[EMedicAcidicCompound].bActive && IsPerkLevelAllowed(EMedicAcidicCompound); } /** * @brief Can we give poisoning damage over time? * * @return true if we have the skill and the currently used weapon can poison zeds */ function bool IsToxicDmgActive() { return IsAcidicCompoundActive() && IsWeaponOnPerk( GetOwnerWeapon(),, self.class ); } /** * @brief Checks if the Healing Speed Boost skill is active * * @return true if we have the skill enabled */ simulated private final function bool IsHealingSpeedBoostActive() { return PerkSkills[EMedicHealingSpeedBoost].bActive && IsPerkLevelAllowed(EMedicHealingSpeedBoost); } /** * @brief Checks if the Healing Damage Boost skill is active * * @return true if we have the skill enabled */ simulated private final function bool IsHealingDamageBoostActive() { return PerkSkills[EMedicHealingDamageBoost].bActive && IsPerkLevelAllowed(EMedicHealingDamageBoost); } /** * @brief Checks if the Healing Shield skill is active * * @return true if we have the skill enabled */ simulated private final function bool IsHealingShieldActive() { return PerkSkills[EMedicHealingShield].bActive && IsPerkLevelAllowed(EMedicHealingShield); } /** * @brief Checks if the Combatant skill is active Network: client and server. * * @return true if we have the skill enabled */ simulated private final function bool IsCombatantActive() { return PerkSkills[EMedicCombatant].bActive && IsPerkLevelAllowed(EMedicCombatant); } /** * @brief Checks if the Enforcer skill is active Network: client and server. * * @return true if we have the skill enabled */ simulated private final function bool IsEnforcerActive() { return PerkSkills[EMedicEnforcer].bActive && IsPerkLevelAllowed(EMedicEnforcer); } /** * @brief Checks if the healing surge skill is active * * @return true if we have the skill enabled */ simulated function bool IsHealingSurgeActive() { return PerkSkills[EMedicHealingSurge].bActive && IsPerkLevelAllowed(EMedicHealingSurge); } /** * @brief Checks if the Survivalist skill is active * * @return true if we have the skill enabled */ simulated function bool IsSurvivalistActive() { return PerkSkills[EMedicSurvivalist].bActive && IsPerkLevelAllowed(EMedicSurvivalist); } /** * @brief Checks if the Zedative skill is active * * @return true if we have the skill enabled */ simulated function bool IsZedativeActive() { return PerkSkills[EMedicZedative].bActive && WorldInfo.TimeDilation < 1.f && IsPerkLevelAllowed(EMedicZedative); } /********************************************************************************************* * @name Effects ********************************************************************************************* */ /** * @brief Spawns a toxic cloud that hurts other Zeds and heals other players * * @param Killer The monster's killer (that had the zedative skill enabled) * @param ZedKilled The monster killed */ function ToxicCloudExplode( Controller Killer, Pawn ZedKilled ) { local KFExplosion_ZedativeCloud ExploActor; local Actor InstigatorActor; if ( Role < ROLE_Authority ) { return; } InstigatorActor = ZedKilled; // explode using the given template ExploActor = Spawn(class'KFExplosion_ZedativeCloud', InstigatorActor,, ZedKilled.Location,,, true); if( ExploActor != None ) { ExploActor.InstigatorController = Killer; if( Killer.Pawn != none ) { ExploActor.Instigator = Killer.Pawn; } ExploActor.Explode( GetExplosionTemplate() ); } } /** * @brief The Zedative skill can spawn a toxic explosion, this function delivers the template * * @return A game explosion template */ function GameExplosion GetExplosionTemplate() { return default.TCExplosionTemplate; } /** * @brief Checks if a zed could potentially explode in a toxic cloud later * * @param KFDT damage type used to deal damage * @return if the zed could explode when dying */ function bool CouldBeZedToxicCloud( class KFDT ) { // Special case for doshinegun. Only this perk should apply. return IsZedativeActive() && (IsDamageTypeOnPerk( KFDT ) || KFDT.Name == 'KFDT_Bludgeon_Doshinegun_Shot'); } static function float GetZedativeExplosionDelay() { return default.ZedativeExplosionDelay; } static function int GetZedativeHealth() { return default.ZedativeHealth; } static function int GetZedativeDamage() { return default.ZedativeDamage; } static function class GetZedativeDamageType() { return default.ZedativeDamageType; } static function class GetZedativeHealingType() { return default.ZedativeHealingType; } static function float GetZedativeEffectRadius() { return default.ZedativeEffectRadius; } /********************************************************************************************* * @name HUD / UI ********************************************************************************************* */ simulated function class GetPerkLensEffect( class DmgType ) { if( ClassIsChildOf( DmgType, class'KFDT_Toxic' ) ) { return DmgType.default.AltCameraLensEffectTemplate; } return super.GetPerkLensEffect( DmgType ); } simulated static function GetPassiveStrings( out array PassiveValues, out array Increments, byte Level ) { PassiveValues[0] = Round(default.HealerRecharge.Increment * Level * 100) $ "%"; PassiveValues[1] = Round(default.HealPotency.Increment * Level * 100) $ "%"; PassiveValues[2] = Round(default.BloatBileResistance.Increment * Level * 100) $ "%"; PassiveValues[3] = Round(default.MovementSpeed.Increment * Level * 100) $ "%"; PassiveValues[4] = Round(default.Armor.Increment * Level * 100) $ "%"; Increments[0] = "[" @ Left( string( default.HealerRecharge.Increment * 100 ), InStr(string(default.HealerRecharge.Increment * 100), ".") + 2 ) $"% /" @ default.LevelString @"]"; Increments[1] = "[" @ Left( string( default.HealPotency.Increment * 100 ), InStr(string(default.HealPotency.Increment * 100), ".") + 2 ) $"% /" @ default.LevelString @"]"; Increments[2] = "[" @ Left( string( default.BloatBileResistance.Increment * 100 ), InStr(string(default.BloatBileResistance.Increment * 100), ".") + 2 ) $ "% /" @ default.LevelString @"]"; Increments[3] = "[" @ left(string(default.MovementSpeed.Increment * 100), 3) $ "% /" @ default.LevelString @"]"; Increments[4] = "[" @ Left( string( default.Armor.Increment * 100 ), InStr(string(default.Armor.Increment * 100), ".") + 2 ) $"% /" @ default.LevelString @"]"; } /********************************************************************************************* * @name debug ********************************************************************************************* */ /** QA Logging - Report Perk Info */ simulated function LogPerkSkills() { super.LogPerkSkills(); if( bLogPerk ) { `log( "PASSIVE PERKS" ); `log( "-HealerRecharge:" @ Int(HealerRecharge.Increment * GetLevel() * 100) $"%" ); `log( "-HealPotency:" @ Int(HealPotency.Increment * GetLevel() * 100) $"%" ); `log( "-BloatBileResistance:" @ Int(BloatBileResistance.Increment * GetLevel() * 100) $"%" ); `log( "-MovementSpeed:" @ Int(MovementSpeed.Increment * GetLevel() * 100) $"%" ); `log( "-Armor:" @ Int(Armor.Increment * GetLevel() * 100) $"%" ); `log( "Skill Tree" ); } } DefaultProperties { PerkIcon=Texture2D'UI_PerkIcons_TEX.UI_PerkIcon_Medic' PrimaryWeaponDef=class'KFWeapDef_MedicPistol' KnifeWeaponDef=class'KFWeapDef_Knife_Medic' GrenadeWeaponDef=class'KFWeapDef_Grenade_Medic' ProgressStatID=STATID_Medic_Progress PerkBuildStatID=STATID_Medic_Build SelfHealingSurgePct=0.06f //0.1f MaxSurvivalistResistance=0.60f //0.70f //0.5f //0.8 CombatantSpeedModifier=0.1f MaxHealingSpeedBoost=30 //15 //50 HealingSpeedBoostDuration=5.f MaxHealingDamageBoost=20 //15 //30 HealingDamageBoostDuration=5.f MaxHealingShield=30 //50 //60 HealingShieldDuration=5.0f //1.0 SnarePower=100 SnareSpeedModifier=0.7 AAParticleSystem=ParticleSystem'FX_Impacts_EMIT.FX_Medic_Airborne_Agent_01' AAExplosionDamageType=class'KFDT_Toxic_MedicGrenade' ToxicDmgTypeClass=class'KFDT_Toxic_AcidicRounds' // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=50 //50 DamageRadius=350 DamageFalloffExponent=0.f DamageDelay=0.f // Camera Shake CamShake=none CamShakeInnerRadius=0 CamShakeOuterRadius=0 // Damage Effects KnockDownStrength=0 KnockDownRadius=0 FractureMeshRadius=0 FracturePartVel=0 ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.Medic_Perk_Explosion' ExplosionSound=AkEvent'WW_WEP_EXP_Grenade_Medic.Play_WEP_EXP_Grenade_Medic_Explosion' MomentumTransferScale=0 End Object AAExplosionTemplate=ExploTemplate0 ZedativeCloudExplosionActorClass=class'KFExplosion_ZedativeCloud' // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate1 Damage=0 DamageRadius=400 DamageFalloffExponent=1.f DamageDelay=0.15f // Camera Shake CamShake=none CamShakeInnerRadius=0 CamShakeOuterRadius=0 // Damage Effects KnockDownStrength=0 KnockDownRadius=0 FractureMeshRadius=0 FracturePartVel=0 ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.Medic_Perk_ZedativeCloud' ExplosionSound=AkEvent'WW_WEP_EXP_Grenade_Medic.Play_WEP_EXP_Grenade_Medic_Explosion' MomentumTransferScale=0 End Object TCExplosionTemplate=ExploTemplate1 ZedativeExplosionDelay=0.15 ZedativeHealth=15 ZedativeDamage=150 ZedativeDamageType=class'KFDT_Toxic_ZedativeCloud' ZedativeHealingType=class'KFDT_Healing' ZedativeEffectRadius=400 /** Passive skills */ HealerRecharge=(Name="Healer Recharge",Increment=0.08f,Rank=0,StartingValue=1.f,MaxValue=3.f) HealPotency=(Name="Healer Potency",Increment=0.02f,Rank=0,StartingValue=1.0f,MaxValue=1.5f) BloatBileResistance=(Name="Bloat Bile Resistance",Increment=0.02,Rank=0,StartingValue=0.f,MaxValue=0.5f) MovementSpeed=(Name="Movement Speed",Increment=0.004f,Rank=0,StartingValue=0.f,MaxValue=0.1f) Armor=(Name="Armor",Increment=0.02f,Rank=0,StartingValue=1.f,MaxValue=1.5f) //0.03f, 0f, 1f, 1.75f PerkSkills(EMedicHealingSurge)=(Name="HealingSurge",IconPath="UI_PerkTalent_TEX.Medic.UI_Talents_Medic_HealingSurge", Increment=0.f,Rank=0,StartingValue=0.25,MaxValue=0.25) PerkSkills(EMedicSurvivalist)=(Name="Survivalist",IconPath="ui_perktalent_tex.Medic.UI_Talents_Medic_Resilience", Increment=0.f,Rank=0,StartingValue=0.01f,MaxValue=0.01f) PerkSkills(EMedicHealingSpeedBoost)=(Name="HealingSpeedBoost",IconPath="ui_perktalent_tex.Medic.UI_Talents_Medic_AdrenalineShot", Increment=0.f,Rank=0,StartingValue=10.0f,MaxValue=10.0f) //3.0 PerkSkills(EMedicCombatant)=(Name="Combatant",IconPath="ui_perktalent_tex.Medic.UI_Talents_Medic_CombatantDoctor", Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f) PerkSkills(EMedicHealingDamageBoost)=(Name="HealingDamageBoost",IconPath="ui_perktalent_tex.Medic.UI_Talents_Medic_FocusInjection", Increment=0.f,Rank=0,StartingValue=5.0f,MaxValue=5.0f) //3.0 PerkSkills(EMedicAcidicCompound)=(Name="AcidicCompound",IconPath="ui_perktalent_tex.Medic.UI_Talents_Medic_AcidicRounds", Increment=0.f,Rank=0,StartingValue=0.65f,MaxValue=0.65f) //0.75 //0.5 PerkSkills(EMedicHealingShield)=(Name="HealingShield",IconPath="ui_perktalent_tex.Medic.UI_Talents_Medic_CoagulantBooster", Increment=0.f,Rank=0,StartingValue=10.f,MaxValue=10.f) //25.0 PerkSkills(EMedicEnforcer)=(Name="Enforcer",IconPath="ui_perktalent_tex.Medic.UI_Talents_Medic_BattleSurgeon", Increment=0.f,Rank=0,StartingValue=0.2f,MaxValue=0.2f) PerkSkills(EMedicAirborneAgent)=(Name="AirborneAgent",IconPath="ui_perktalent_tex.Medic.UI_Talents_Medic_AirborneAgent", Increment=0.f,Rank=0,StartingValue=0.2f,MaxValue=0.2f) PerkSkills(EMedicZedative)=(Name="Sedative",IconPath="ui_perktalent_tex.Medic.UI_Talents_Medic_Zedative", Increment=0.f,Rank=0,StartingValue=0.3f,MaxValue=0.3f) //0.5 VaccinationDuration=10.f SecondaryXPModifier[0]=4 SecondaryXPModifier[1]=4 SecondaryXPModifier[2]=4 SecondaryXPModifier[3]=4 // Skill tracking HitAccuracyHandicap=5.0 HeadshotAccuracyHandicap=-0.75 // Prestige Rewards PrestigeRewardItemIconPaths[0]="WEP_SkinSet_Prestige01_Item_TEX.knives.MedicKnife_PrestigePrecious_Mint_large" PrestigeRewardItemIconPaths[1]="WEP_SkinSet_Prestige02_Item_TEX.tier01.MedicPistol_PrestigePrecious_Mint_large" PrestigeRewardItemIconPaths[2]="WEP_skinset_prestige03_itemtex.tier02.MedicSMG_PrestigePrecious_Mint_large" PrestigeRewardItemIconPaths[3]="wep_skinset_prestige04_itemtex.tier03.HMTech-301Shotgun_PrestigePrecious_Mint_large" PrestigeRewardItemIconPaths[4]="WEP_SkinSet_Prestige05_Item_TEX.tier04.HMTech-401AssaultRifle_PrestigePrecious_Mint_large" AutoBuyLoadOutPath=(class'KFWeapDef_MedicPistol', class'KFWeapDef_MedicSMG', class'KFWeapDef_MedicShotgun', class'KFWeapDef_MedicRifle', class'KFWeapDef_MedicRifleGrenadeLauncher') }