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ATTACHMENT.Base = "att_magazine"
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ATTACHMENT.Name = "32 Round Drum Mags"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/aalpha12/attachment_vm_sh_aalpha12_drummag.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/aalpha12/icon_attachment_sh_aalpha12_drummag.vmt")
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ATTACHMENT.ExcludedAttachments = {"attachment_vm_sh_aalpha12_none"}
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--Current mag
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ATTACHMENT.BulletList = {
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[0] = {"j_ammoshell1"},
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[1] = {"j_ammoshell2"},
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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BaseClass.Stats(self, weapon)
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weapon.Primary.ClipSize = 32
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.7
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weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.7
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weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.7
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.7
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weapon.Animations.Reload = weapon.Animations.reload_drum
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weapon.Animations.Reload_Empty = weapon.Animations.reload_empty_drum
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weapon.Animations.Inspect = weapon.Animations.inspect_drum
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weapon.Animations.Reload.Fps = weapon.Animations.Reload.Fps * 0.8
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weapon.Animations.Reload_Empty.Fps = weapon.Animations.Reload_Empty.Fps * 0.8
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end
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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end
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@@ -0,0 +1,8 @@
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ATTACHMENT.Base = "att_magazine"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/aalpha12/attachment_vm_sh_aalpha12_mag.mdl")
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--Current mag
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ATTACHMENT.BulletList = {
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[0] = {"j_ammoshell1"},
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[1] = {"j_ammoshell2"},
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}
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@@ -0,0 +1,25 @@
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ATTACHMENT.Base = "att_magazine"
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ATTACHMENT.Name = "12g Mags"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/aalpha12/attachment_vm_sh_aalpha12_slugmag.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/aalpha12/icon_attachment_sh_aalpha12_slugmag.vmt")
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--Current mag
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ATTACHMENT.BulletList = {
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[0] = {"j_ammoshell1"},
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[1] = {"j_ammoshell2"},
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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BaseClass.Stats(self, weapon)
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weapon.Shell = "mwb_shelleject_12g_green"
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if (weapon:HasAttachment("att_ammo_flechette")) then
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return
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end
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weapon.Bullet.NumBullets = 6
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end
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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end
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@@ -0,0 +1,27 @@
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ATTACHMENT.Base = "att_magazine"
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ATTACHMENT.Name = "20 Round Drum Mags"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/aalpha12/attachment_vm_sh_aalpha12_xmags.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/aalpha12/icon_attachment_sh_aalpha12_xmags.vmt")
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--Current mag
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ATTACHMENT.BulletList = {
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[0] = {"j_ammoshell1"},
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[1] = {"j_ammoshell2"},
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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BaseClass.Stats(self, weapon)
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weapon.Primary.ClipSize = 20
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weapon.Animations.Reload = weapon.Animations.reload_drum
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weapon.Animations.Reload_Empty = weapon.Animations.reload_empty_drum
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weapon.Animations.Inspect = weapon.Animations.inspect_drum
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.84
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weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.84
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weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.8
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.8
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weapon.Animations.Reload.Fps = weapon.Animations.Reload.Fps * 0.9
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weapon.Animations.Reload_Empty.Fps = weapon.Animations.Reload_Empty.Fps * 0.9
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end
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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end
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