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Add falloff for weapons
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@@ -305,6 +305,9 @@ function _addModifications(module, modifiers, blueprint, grade) {
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} else if (modifiers.modifiers[i].name === 'mod_weapon_burst_rof') {
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// For some reason this is a non-normalised percentage (i.e. 12.23% is 12.23 value rather than 0.1223 as everywhere else), so fix that here
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module.setModValue('burstrof', modifiers.modifiers[i].value * 100);
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} else if (modifiers.modifiers[i].name === 'mod_weapon_falloffrange_from_range') {
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// Obtain the falloff value directly from the range
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module.setModValue('fallofffromrange', 1);
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} else {
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// Look up the modifiers to find what we need to do
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const modifierActions = Modifications.modifierActions[modifiers.modifiers[i].name];
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