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183
lua/weapons/mg_kilo98/shared.lua
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183
lua/weapons/mg_kilo98/shared.lua
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AddCSLuaFile()
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PrecacheParticleSystem("AC_muzzle_shotgun")
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PrecacheParticleSystem("AC_muzzle_shotgun_db")
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PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
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PrecacheParticleSystem("AC_muzzle_pistol_ejection")
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PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel")
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PrecacheParticleSystem("AC_muzzle_minigun_smoke_barrel")
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include("animations.lua")
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include("customization.lua")
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if CLIENT then
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killicon.Add( "mg_kilo98", "VGUI/entities/mg_kilo98", Color(255, 0, 0, 255))
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SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sn_kilo98")
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end
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SWEP.Base = "mg_base"
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SWEP.PrintName = "Kar98k"
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SWEP.Category = "Modern Warfare"
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SWEP.SubCategory = "Marksman Rifles"
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SWEP.Spawnable = true
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SWEP.VModel = Model("models/viper/mw/weapons/v_kilo98.mdl")
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SWEP.WorldModel = Model("models/viper/mw/weapons/w_kilo98.mdl")
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SWEP.Slot = 3
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SWEP.HoldType = "BoltAction"
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SWEP.Primary.Sound = Sound("mw19.kilo98.fire")
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SWEP.Primary.Ammo = "357"
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SWEP.Primary.ClipSize = 5
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SWEP.Primary.Automatic = true
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SWEP.Primary.BurstRounds = 1
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SWEP.Primary.BurstDelay = 0
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SWEP.Primary.RPM = 200
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SWEP.CanChamberRound = false
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SWEP.CanDisableAimReload = false
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SWEP.ReloadRechambers = true
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SWEP.Projectile = {
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Class = "mg_sniper_bullet", --bullet entity class
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Speed = 27000,
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Gravity = 8,
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Penetrate = true
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}
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SWEP.ParticleEffects = {
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["MuzzleFlash"] = "mw_fas2_muzzleflash_dmr",
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["MuzzleFlash_DB"] = "AC_muzzle_shotgun_db",
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["MuzzleFlash_Suppressed"] = "AC_muzzle_pistol_suppressed",
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["Ejection"] = "AC_muzzle_pistol_ejection",
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["Overheating"] = "AC_muzzle_pistol_smoke_barrel",
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}
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SWEP.Reverb = {
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RoomScale = 50000, --(cubic hu)
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--how big should an area be before it is categorized as 'outside'?
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Sounds = {
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Outside = {
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Layer = Sound("Atmo_DMR.Outside"),
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Reflection = Sound("Reflection_Shotgun.Outside")
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},
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Inside = {
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Layer = Sound("Atmo_Shotgun.Inside"),
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Reflection = Sound("Reflection_Shotgun.Inside")
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}
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}
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}
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SWEP.Firemodes = {
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[1] = {
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Name = "Bolt Action",
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OnSet = function(self)
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self.Primary.Automatic = false
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return "Firemode_Semi"
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end
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},
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}
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SWEP.BarrelSmoke = {
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Particle = "AC_muzzle_minigun_smoke_barrel",
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Attachment = "muzzle",
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ShotTemperatureIncrease = 75,
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TemperatureThreshold = 100, --temperature that triggers smoke
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TemperatureCooldown = 65 --degrees per second
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}
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SWEP.Cone = {
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Hip = 1, --accuracy while hip
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Ads = 0.033, --accuracy while aiming
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Increase = 0.086, --increase cone size by this amount every time we shoot
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AdsMultiplier = 0.025, --multiply the increase value by this amount while aiming
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Max = 2.5, --the cone size will not go beyond this size
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Decrease = 1, -- amount (in seconds) for the cone to completely reset (from max)
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Seed = 6985 --just give this a random number
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}
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SWEP.Recoil = {
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Vertical = {7, 10}, --random value between the 2
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Horizontal = {-4.75, 4.75}, --random value between the 2
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Shake = 3, --camera shake
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AdsMultiplier = 0.05, --multiply the values by this amount while aiming
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Seed = 4253452354, --give this a random number until you like the current recoil pattern
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}
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SWEP.Bullet = {
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Damage = {120, 60}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
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EffectiveRange = 200, --in meters, damage scales within this distance
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DropOffStartRange = 30,
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Range = 300, --in meters, after this distance the bullet stops existing
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Tracer = false, --show tracer
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NumBullets = 1, --the amount of bullets to fire
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PhysicsMultiplier = 1.25, --damage is multiplied by this amount when pushing objects
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HeadshotMultiplier = 2,
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Penetration = {
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DamageMultiplier = 0.85, --how much damaged is multipled by when leaving a surface.
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MaxCount = 6, --how many times the bullet can penetrate.
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Thickness = 25, --in hu, how thick an obstacle has to be to stop the bullet.
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}
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}
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SWEP.Zoom = {
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FovMultiplier = 0.95,
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ViewModelFovMultiplier = 1,
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Blur = {
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EyeFocusDistance = 10
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}
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}
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SWEP.WorldModelOffsets = {
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Bone = "tag_sling",
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Angles = Angle(0,100,-90),
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Pos = Vector(-1,-1,4)
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}
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SWEP.ViewModelOffsets = {
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Aim = {
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Angles = Angle(0, 0, 0),
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Pos = Vector(0, 0, 0)
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},
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Idle = {
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Angles = Angle(0, 0, 0),
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Pos = Vector(0, 0, 0)
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},
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Inspection = {
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Bone = "tag_sling",
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X = {
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[0] = {Pos = Vector(0, 3, 3), Angles = Angle(40, 0, -30)},
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[1] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, 0, 0)}
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},
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Y = {
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[0] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, 20, 0)},
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[1] = {Pos = Vector(4, 0, 1.5), Angles = Angle(10, -20, 0)}
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}
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},
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RecoilMultiplier = 1.75,
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KickMultiplier = 1.3,
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AimKickMultiplier = 0
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}
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SWEP.Shell = "mwb_shelleject_308"
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DEFINE_BASECLASS(SWEP.Base)
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local excludedAtts = {"weapon_vm_scope_kilo98", "att_vm_scope_vz_kilo98", "att_vm_scope_kilo98"}
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function SWEP:PostAttachment(att)
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BaseClass.PostAttachment(self, att)
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if (!self:HasAttachment("attachment_vm_sn_kilo98_nostrip")) then
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if (att.Category == "Sights") then
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if (!table.HasValue(excludedAtts, att.ClassName)) then
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self.Animations.Reload_Loop = nil
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self.Animations.Reload_End = nil
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self.Animations.Reload_Start = nil
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end
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end
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end
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end
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