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ATTACHMENT.Base = "att_vm_2x_west01"
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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.Animations.Reload = weapon.Animations.reload_scope
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weapon.Animations.Reload_Empty = weapon.Animations.reload_empty_scope
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end
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ATTACHMENT.Base = "att_vm_scope_mike14"
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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.Animations.Reload = weapon.Animations.reload_scope
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weapon.Animations.Reload_Empty = weapon.Animations.reload_empty_scope
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end
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@@ -0,0 +1,8 @@
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ATTACHMENT.Base = "att_vm_scope_vz"
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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.Animations.Reload = weapon.Animations.reload_scope
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weapon.Animations.Reload_Empty = weapon.Animations.reload_empty_scope
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end
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@@ -0,0 +1,30 @@
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ATTACHMENT.Base = "att_optic_10x"
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ATTACHMENT.Name = "Sniper Scope"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/charlie725/attachment_vm_sh_charlie725_scope.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/charlie725/icon_attachment_sh_charlie725_scope.vmt")
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ATTACHMENT.Bodygroups = {
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["tag_rail"] = 1,
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}
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ATTACHMENT.Optic = {
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LensHideMaterial = Material("viper/mw/weapons/charlie725/weapon_vm_sh_charlie725_huntingscope_lens.vmt"),
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HideModel = Model("models/viper/mw/attachments/charlie725/attachment_vm_sh_charlie725_scope_hide.mdl"),
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LensBodygroup = "lens",
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FOV = 7,
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ParallaxSize = 750, --a value of zero means 1:1 size with the end of the optic
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Thermal = false
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}
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ATTACHMENT.Reticle = {
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Material = Material("viper/mw/reticles/reticle_sniper_new.vmt"),
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Size = 2000,
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Color = Color(255, 255, 255, 255),
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Attachment = "reticle"
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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.Zoom.ViewModelFovMultiplier = weapon.Zoom.ViewModelFovMultiplier * 0.9
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weapon.Animations.Reload = weapon.Animations.reload_scope
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weapon.Animations.Reload_Empty = weapon.Animations.reload_empty_scope
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end
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