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Some automatic guns now have fire rates based on 1 second of cyclic fire, fixed the ammo_rifle_common gun spawn bug, and several coregame machineguns now have lower dispersion.

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Replaced peep sight and susat_scope aim_cost with aim_speed; removed sight_dispersion from guns; Changed .357 Mag. and .30-30 Win. cartridge materials from steel and powder to brass and powder; removed out-of-date version number from WITNESSME.TXT; fixed a typo in WITNESSME.TXT.

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@BorkBorkGoesTheCode BorkBorkGoesTheCode released this Jun 27, 2018 · 9 commits to master since this release

Updated shotguns using Firestorm_01's dispersion formula

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Restored the 308betacmag since it's used in overrides.

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Further bugfix release moving all magazines dependent on the caliber conversion system to obsolete files, removing their spawns, removing the G36 and M2010 hotfix, and replacing an autofire mod spawn by adding a burstmode to the gun.

This release erroneously removed the 308betacmag spawns and moved the 308betacmag to modern_rifle_obsolete because I missed a few item definitions in overrides; any 308betacmags spawned already will still work and load as expected because the items weren't totally removed from the mod.

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@BorkBorkGoesTheCode BorkBorkGoesTheCode released this Jun 3, 2018 · 18 commits to master since this release

Bugfix release moving deprecated caliber conversion gunmods and autofire gunmods into modern_mod_obsolete.json and removing their spawns and recipes. Ranges haven't been updated after both ranged balance updates in coregame due to lack of facts.

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@BorkBorkGoesTheCode BorkBorkGoesTheCode released this Jun 18, 2017 · 19 commits to master since this release

NOTE: the autopackager calls this source code because its all .JSON files, .md (markdown) files, and textfiles.

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Pre-release

@BorkBorkGoesTheCode BorkBorkGoesTheCode released this Jan 10, 2017 · 63 commits to master since this release

The mod folder as I received it, compressed using .zip format. It has some fields which are no longer supported, which will cause the game to reject the mod. These are easily fixed.

Assets 2
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