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Refosel
2026-03-30 10:39:52 +03:00
commit 2b57c019cb
2010 changed files with 185745 additions and 0 deletions

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ATTACHMENT.Base = "att_vm_50rnd_mag"
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
weapon.Animations.Reload = weapon.Animations.Reload_armag
weapon.Animations.Reload_Empty = weapon.Animations.Reload_empty_armag
weapon.Animations.Inspect = weapon.Animations.Inspect_armag
weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 1.25
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 1.25
weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 1.25
weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 1.25
BaseClass.Stats(self, weapon)
end

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ATTACHMENT.Base = "att_vm_60rnd_mag"
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
weapon.Animations.Reload = weapon.Animations.Reload_armag
weapon.Animations.Reload_Empty = weapon.Animations.Reload_empty_armag
weapon.Animations.Inspect = weapon.Animations.Inspect_armag
weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 1.25
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 1.25
weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 1.25
weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 1.25
BaseClass.Stats(self, weapon)
end

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ATTACHMENT.Base = "att_magazine"
ATTACHMENT.Name = "100 Round Drums"
ATTACHMENT.Model = Model("models/viper/mw/attachments/mgolf36/attachment_vm_lm_mgolf36_drummag.mdl")
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/mgolf36/icon_attachment_lm_mgolf36_mag.vmt")
--Current mag
ATTACHMENT.BulletList = {
[1] = {"j_bullet1"},
[2] = {"j_bullet2"},
[3] = {"j_bullet3"},
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.Primary.ClipSize = 100 --so when putting other mags in they dont show up as negative
end

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ATTACHMENT.Base = "att_magazine"
ATTACHMENT.Name = "200 Round Drums"
ATTACHMENT.Model = Model("models/viper/mw/attachments/attachment_vm_ar_kilo433_drum_mag.mdl")
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/mgolf36/icon_attachment_lm_mgolf36_mag.vmt")
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.Primary.ClipSize = 200
end

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ATTACHMENT.Base = "att_magazine"
ATTACHMENT.Name = "30 Round Mags"
ATTACHMENT.Model = Model("models/viper/mw/attachments/mgolf36/attachment_vm_lm_mgolf36_mag.mdl")
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/mgolf36/icon_attachment_lm_mgolf36_mag.vmt")
--round, bone name
--im aware its the other way around but the reloads switch mags
--Current mag
ATTACHMENT.BulletList = {
[1] = {"j_bullet1"},
[2] = {"j_bullet2"},
[3] = {"j_bullet3"},
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.Primary.ClipSize = 30
weapon.Animations.Reload = weapon.Animations.Reload_armag
weapon.Animations.Reload_Empty = weapon.Animations.Reload_empty_armag
weapon.Animations.Inspect = weapon.Animations.Inspect_armag
weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 1.25
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 1.25
weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 1.25
weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 1.25
end

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ATTACHMENT.Base = "att_magazine"
ATTACHMENT.Name = ".300 Blackout 30-Round Mags"
ATTACHMENT.Model = Model("models/viper/mw/attachments/mcharlie/attachment_vm_ar_mcharlie_magsub.mdl")
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/mgolf36/icon_attachment_lm_mgolf36_mag.vmt")
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.Primary.ClipSize = 30
weapon.Animations.Reload = weapon.Animations.Reload_armag
weapon.Animations.Reload_Empty = weapon.Animations.Reload_empty_armag
weapon.Animations.Inspect = weapon.Animations.Inspect_armag
end