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This commit is contained in:
243
lua/weapons/mg_pkilo/animations.lua
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243
lua/weapons/mg_pkilo/animations.lua
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AddCSLuaFile()
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SWEP.Animations = {
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["Idle"] = {--idle is a special animation index, movement animations are played when this is on
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Sequences = {"idle"},
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Fps = 30,
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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--does not need NextSequence to loop, it's an exception to the rule
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},
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["Draw"] = {
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Sequences = {"draw"},
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Length = 1.4, --o7
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.raise")) end}
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}
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},
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["Holster"] = {
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Sequences = {"holster"},
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Length = 1,
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Fps = 30,
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.drop")) end},
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{Time = 0, Callback = function(self) self:DisableGrip() end},
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}
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},
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["Equip"] = {
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Sequences = {"draw_First"},
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Length = 2,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0.35, Callback = function(self) self:DoSound(Sound("mw19.akilo47.raise.first")) end},
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{Time = 0, Callback = function(self) self:EnableGrip() end}
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}
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},
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["Reload"] = {
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Sequences = {"Reload"},
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Length = 8.65,
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Fps = 30,
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MagLength = 5.85,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Reload_fast"] = {
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Sequences = {"Reload_fast"},
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Length = 5.9,
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Fps = 30,
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MagLength = 3.9,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Reload_Empty"] = {
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Sequences = {"Reload_empty"},
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Length = 8.65,
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Fps = 30,
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MagLength = 5.85,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Reload_empty_fast"] = {
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Sequences = {"Reload_empty_fast"},
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Length = 5.9,
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Fps = 30,
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MagLength = 3.9,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Fire"] = {
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Sequences = {"fire"},
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Fps = 60,
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NextSequence = "Idle",
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Events = {
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{
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Time = 0,
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Callback = function(self)
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self:DoParticle("MuzzleFlash", "muzzle")
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self:DoParticle("Ejection", "shell_eject")
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self:DoEjection("shell_eject")
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end
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},
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Fire_Last"] = {
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Sequences = {"fire"},
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Fps = 60,
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NextSequence = "Idle",
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Events = {
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{
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Time = 0,
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Callback = function(self)
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self:DoParticle("MuzzleFlash", "muzzle")
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self:DoParticle("Ejection", "shell_eject")
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self:DoEjection("shell_eject")
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end
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},
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Ads_In"] = {
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Sequences = {"ads_in"},
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Length = 0.195,
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Fps = 12,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.ads.up")) end}
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}
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},
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["Ads_Out"] = {
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Sequences = {"ads_out"},
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Length = 0.3,
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Fps = 17,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.ads.down")) end}
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}
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},
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["Sprint_In"] = {
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Sequences = {"sprint_in"},
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Fps = 24,
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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--NextSequence = "Sprint_Loop",
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},
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["Sprint_Loop"] = {
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Sequences = {"sprint_loop"},
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Fps = 30,
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NextSequence = "Sprint_Loop", --make our state loop
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--while sprinting, the playback rate of the viewmodel is scaled with velocity (cod-like behaviour)
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Sprint_Out"] = {
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Sequences = {"sprint_out"},
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Length = 0.3,
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Fps = 17,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Inspect"] = {
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Sequences = {"inspect"},
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Length = 5,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.01")) end},
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{Time = 0.13, Callback = function(self) self:DisableGrip() end},
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{Time = 1.3, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.02")) end},
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{Time = 2.36, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.03")) end},
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{Time = 3.6, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.04")) end},
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{Time = 4.26, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.05")) end},
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{Time = 4.4, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Jog_Out"] = {
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Sequences = {"jog_out"},
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end}
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}
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},
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["Jump"] = {
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Sequences = {"jump"},
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Fps = 15,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end}
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}
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},
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["Land"] = {
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Sequences = {"jump_land"},
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end}
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}
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},
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["Melee"] = {
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Sequences = {"melee_miss_01", "melee_miss_02", "melee_miss_03"},
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Length = 0.6, --if melee misses
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Size = 15,
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Range = 40,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DisableGrip() end},
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Miss_Medium")) end},
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{Time = 0.8, Callback = function(self) self:EnableGrip() end}
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}
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},
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["Melee_Hit"] = {
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Sequences = {"melee_hit_01", "melee_hit_02", "melee_hit_03"},
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Length = 0.5, --if melee hits
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Damage = 100,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DisableGrip() end},
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Flesh_Medium")) end},
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{Time = 0.8, Callback = function(self) self:EnableGrip() end}
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}
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}
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}
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1161
lua/weapons/mg_pkilo/customization.lua
Normal file
1161
lua/weapons/mg_pkilo/customization.lua
Normal file
File diff suppressed because it is too large
Load Diff
176
lua/weapons/mg_pkilo/shared.lua
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176
lua/weapons/mg_pkilo/shared.lua
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@@ -0,0 +1,176 @@
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AddCSLuaFile()
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PrecacheParticleSystem("AC_muzzle_rifle")
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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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include("animations.lua")
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include("customization.lua")
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if CLIENT then
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killicon.Add( "mg_pkilo", "VGUI/entities/mg_pkilo", Color(255, 0, 0, 255))
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SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_lm_pkilo")
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end
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SWEP.Base = "mg_base"
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SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset"}
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SWEP.PrintName = "PKM"
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SWEP.Category = "Modern Warfare"
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SWEP.SubCategory = "Lightmachine Guns"
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SWEP.Spawnable = true
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SWEP.VModel = Model("models/viper/mw/weapons/v_pkilo.mdl")
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SWEP.WorldModel = Model("models/viper/mw/weapons/w_pkilo.mdl")
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SWEP.Slot = 2
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SWEP.HoldType = "Rifle"
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SWEP.Trigger = {
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PressedSound = Sound("weap_pkilo_prefire_plr"),
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ReleasedSound = Sound(""),
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Time = 0.15
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}
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SWEP.Primary.Sound = Sound("weap_pkilo_fire_plr")
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SWEP.Primary.Ammo = "Ar2"
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SWEP.Primary.ClipSize = 100
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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 = 750
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SWEP.CanChamberRound = false
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SWEP.CanDisableAimReload = true
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SWEP.ParticleEffects = {
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["MuzzleFlash"] = "mw_fas2_muzzleflash_lmg",
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["MuzzleFlash_Suppressed"] = "mw_fas2_muzzleflash_suppressed",
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["Ejection"] = "mw_ins2_shell_eject",
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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_LMG.Outside"),
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Reflection = Sound("Reflection_AR.Outside")
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},
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Inside = {
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Layer = Sound("Atmo_LMG.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 = "Full Auto",
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OnSet = function()
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return "Firemode_Auto"
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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_pistol_smoke_barrel",
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Attachment = "muzzle",
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ShotTemperatureIncrease = 35,
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TemperatureThreshold = 100, --temperature that triggers smoke
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TemperatureCooldown = 100 --degrees per second
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}
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SWEP.Cone = {
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Hip = 0.8, --accuracy while hip
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Ads = 0.13, --accuracy while aiming
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Increase = 0.093, --increase cone size by this amount every time we shoot
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AdsMultiplier = 0.24, --multiply the increase value by this amount while aiming
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Max = 1.75, --the cone size will not go beyond this size
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Decrease = 0.6, -- amount (in seconds) for the cone to completely reset (from max)
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Seed = 2333, --just give this a random number
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DecreaseEveryShot = 0.1,
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MinDecreaseEveryShot = 0.25
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}
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SWEP.Recoil = {
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Vertical = {4, 4.5}, --random value between the 2
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Horizontal = {-2.75, 2.75}, --random value between the 2
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Shake = 1.5, --camera shake
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AdsMultiplier = 0.5, --multiply the values by this amount while aiming
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Seed = 675846694, --give this a random number until you like the current recoil pattern
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DecreaseEveryShot = 0.1,
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MinDecreaseEveryShot = 0.25
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}
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SWEP.Bullet = {
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Damage = {43, 39}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
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DropOffStartRange = 35, --in meters, damage will start dropping off after this range
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EffectiveRange = 65, --in meters, damage scales within this distance
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Range = 180, --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, --damage is multiplied by this amount when pushing objects
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HeadshotMultiplier = 1,
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Penetration = {
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DamageMultiplier = 0.8, --how much damaged is multipled by when leaving a surface.
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MaxCount = 3, --how many times the bullet can penetrate.
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Thickness = 12, --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 = 8
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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, 0, -180),
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Pos = Vector(12,-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, 4, 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, -4, 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(3, 0, -2), Angles = Angle(-10, 20, 0)},
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[1] = {Pos = Vector(4, 0, 3), Angles = Angle(10, -20, 0)}
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}
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},
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RecoilMultiplier = 0.45,
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KickMultiplier = 2,
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AimKickMultiplier = 1
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}
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SWEP.Shell = "mwb_shelleject_762"
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DEFINE_BASECLASS(SWEP.Base)
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function SWEP:PreAttachments()
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BaseClass.PreAttachments(self)
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if (!self:HasAttachment("att_sight")) then
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self.Animations.Reload.Sequences = {"Reload_scope"}
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self.Animations.Reload_Empty.Sequences = {"Reload_empty_scope"}
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self.Animations.Reload_fast.Sequences = {"Reload_fast_scope"}
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self.Animations.Reload_empty_fast.Sequences = {"Reload_empty_fast_scope"}
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end
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end
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Reference in New Issue
Block a user