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ATTACHMENT.Base = "att_barrel"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/charlie9/attachment_vm_sm_charlie9_barrel.mdl")
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ATTACHMENT.Base = "att_barrel"
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ATTACHMENT.Name = "FSS Nightshade"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/charlie9/attachment_vm_sm_charlie9_barsil.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/charlie9/icon_attachment_sm_charlie9_barsil.vmt")
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ATTACHMENT.ExcludedCategories = {"Muzzle Devices"}
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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.HoldType = "Rifle"
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weapon.Bullet.EffectiveRange = weapon.Bullet.EffectiveRange * 1.2
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weapon.Bullet.DropOffStartRange = weapon.Bullet.DropOffStartRange * 1.7
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weapon.Cone.Hip = weapon.Cone.Hip * 0.83
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.92
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weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.92
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.94
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weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.94
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weapon:doSuppressorStats()
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end
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ATTACHMENT.Base = "att_barrel"
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ATTACHMENT.Name = "FSS Revolution"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/charlie9/attachment_vm_sm_charlie9_longbarrel.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/charlie9/icon_attachment_sm_charlie9_longbarrel.vmt")
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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.HoldType = "Rifle"
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weapon.Bullet.EffectiveRange = weapon.Bullet.EffectiveRange * 1.09
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weapon.Bullet.DropOffStartRange = weapon.Bullet.DropOffStartRange * 1.09
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.95
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weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.95
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.97
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weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.97
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weapon.Cone.Hip = weapon.Cone.Hip * 0.91
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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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-- weapon:SetGripPoseParameter("grip_smg_pose_offset")
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end
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ATTACHMENT.Base = "att_barrel"
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ATTACHMENT.Name = "FTAC 225mm Dominator"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/charlie9/attachment_vm_sm_charlie9_medbarrel.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/charlie9/icon_attachment_sm_charlie9_medbarrel_v1.vmt")
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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.HoldType = "Rifle"
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weapon.Bullet.EffectiveRange = weapon.Bullet.EffectiveRange * 1.03
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weapon.Bullet.DropOffStartRange = weapon.Bullet.DropOffStartRange * 1.03
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.97
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weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.97
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.99
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weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.99
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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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-- weapon:SetGripPoseParameter("grip_smg_pose_offset")
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end
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ATTACHMENT.Base = "att_barrel"
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ATTACHMENT.Name = "ISO 140mm CQB"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/charlie9/attachment_vm_sm_charlie9_shortbarrel.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/charlie9/icon_attachment_sm_charlie9_shortbarrel.vmt")
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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.Bullet.EffectiveRange = weapon.Bullet.EffectiveRange * 0.94
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weapon.Bullet.DropOffStartRange = weapon.Bullet.DropOffStartRange * 0.94
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 1.03
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weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 1.03
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 1.09
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weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 1.09
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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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-- weapon:SetGripPoseParameter("grip_smg_pose_offset")
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end
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