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ATTACHMENT.Base = "att_vm_50rnd_mag"
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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weapon.Animations.Reload = weapon.Animations.Reload_armag
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weapon.Animations.Reload_Empty = weapon.Animations.Reload_empty_armag
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weapon.Animations.Inspect = weapon.Animations.Inspect_armag
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 1.25
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weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 1.25
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weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 1.25
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 1.25
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BaseClass.Stats(self, weapon)
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end
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ATTACHMENT.Base = "att_vm_60rnd_mag"
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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weapon.Animations.Reload = weapon.Animations.Reload_armag
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weapon.Animations.Reload_Empty = weapon.Animations.Reload_empty_armag
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weapon.Animations.Inspect = weapon.Animations.Inspect_armag
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 1.25
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weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 1.25
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weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 1.25
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 1.25
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BaseClass.Stats(self, weapon)
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end
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ATTACHMENT.Base = "att_magazine"
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ATTACHMENT.Name = "100 Round Drums"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/mgolf36/attachment_vm_lm_mgolf36_drummag.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/mgolf36/icon_attachment_lm_mgolf36_mag.vmt")
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--Current mag
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ATTACHMENT.BulletList = {
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[1] = {"j_bullet1"},
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[2] = {"j_bullet2"},
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[3] = {"j_bullet3"},
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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 = 100 --so when putting other mags in they dont show up as negative
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end
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@@ -0,0 +1,11 @@
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ATTACHMENT.Base = "att_magazine"
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ATTACHMENT.Name = "200 Round Drums"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/attachment_vm_ar_kilo433_drum_mag.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/mgolf36/icon_attachment_lm_mgolf36_mag.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.Primary.ClipSize = 200
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end
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ATTACHMENT.Base = "att_magazine"
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ATTACHMENT.Name = "30 Round Mags"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/mgolf36/attachment_vm_lm_mgolf36_mag.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/mgolf36/icon_attachment_lm_mgolf36_mag.vmt")
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--round, bone name
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--im aware its the other way around but the reloads switch mags
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--Current mag
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ATTACHMENT.BulletList = {
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[1] = {"j_bullet1"},
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[2] = {"j_bullet2"},
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[3] = {"j_bullet3"},
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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 = 30
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weapon.Animations.Reload = weapon.Animations.Reload_armag
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weapon.Animations.Reload_Empty = weapon.Animations.Reload_empty_armag
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weapon.Animations.Inspect = weapon.Animations.Inspect_armag
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 1.25
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weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 1.25
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weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 1.25
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 1.25
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end
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ATTACHMENT.Base = "att_magazine"
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ATTACHMENT.Name = ".300 Blackout 30-Round Mags"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/mcharlie/attachment_vm_ar_mcharlie_magsub.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/mgolf36/icon_attachment_lm_mgolf36_mag.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.Primary.ClipSize = 30
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weapon.Animations.Reload = weapon.Animations.Reload_armag
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weapon.Animations.Reload_Empty = weapon.Animations.Reload_empty_armag
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weapon.Animations.Inspect = weapon.Animations.Inspect_armag
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end
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