add sborka
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361
garrysmod/addons/tacrp/lua/weapons/tacrp_ak_ak12.lua
Normal file
361
garrysmod/addons/tacrp/lua/weapons/tacrp_ak_ak12.lua
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SWEP.Base = "tacrp_base"
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SWEP.Spawnable = true
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AddCSLuaFile()
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// names and stuff
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SWEP.PrintName = "AK-12"
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SWEP.AbbrevName = "AK-12"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "1Elite"
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SWEP.SubCatType = "4Assault Rifle"
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SWEP.Description = "One of many attempts at modernizing the AK, this experimental model uses burst fire and allows for quick swapping of the weapon's caliber."
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SWEP.Description_Quote = "Found on a dead Spetsnaz soldier." -- Killing Floor 2, explaining where the weapon came from.
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SWEP.Trivia_Caliber = "5.45x39mm"
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SWEP.Trivia_Manufacturer = "Kalashnikov Concern"
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SWEP.Trivia_Year = "2012"
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SWEP.Faction = TacRP.FACTION_MILITIA
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SWEP.Credits = [[
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Assets: Counter Strike: Online 2
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Animation: Tactical Intervention]]
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SWEP.ViewModel = "models/weapons/tacint_extras/v_ak12.mdl"
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SWEP.WorldModel = "models/weapons/tacint_extras/w_ak12.mdl"
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SWEP.Slot = 2
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SWEP.BalanceStats = {
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[TacRP.BALANCE_SBOX] = {
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Damage_Max = 24,
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Damage_Min = 16,
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RecoilKick = 2,
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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 15,
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Damage_Min = 12,
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Range_Min = 600,
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Range_Max = 2500,
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RecoilSpreadPenalty = 0.0025,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 2.5,
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[HITGROUP_CHEST] = 1.25,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 0.9,
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[HITGROUP_RIGHTARM] = 0.9,
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[HITGROUP_LEFTLEG] = 0.75,
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[HITGROUP_RIGHTLEG] = 0.75,
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[HITGROUP_GEAR] = 0.9
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},
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},
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[TacRP.BALANCE_PVE] = {
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Damage_Max = 12,
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Damage_Min = 6,
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RecoilSpreadPenalty = 0.0011,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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RecoilMaximum = 18,
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RecoilDissipationRate = 15,
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RecoilSpreadPenalty = 0.004
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}
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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle
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// "ballistics"
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SWEP.Damage_Max = 28
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SWEP.Damage_Min = 16
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SWEP.Range_Min = 1200
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SWEP.Range_Max = 3200
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SWEP.Penetration = 6 // units of metal this weapon can penetrate
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SWEP.ArmorPenetration = 0.7
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 5,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1.25,
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[HITGROUP_LEFTARM] = 1,
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[HITGROUP_RIGHTARM] = 1,
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[HITGROUP_LEFTLEG] = 0.85,
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[HITGROUP_RIGHTLEG] = 0.85,
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[HITGROUP_GEAR] = 0.9
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}
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SWEP.MuzzleVelocity = 25000
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// misc. shooting
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SWEP.Firemodes = {
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-3,
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2,
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1
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}
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SWEP.PostBurstDelay = 0.08
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SWEP.RPM = 700
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SWEP.RPMMultBurst = 800 / 700
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SWEP.Spread = 0.004
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SWEP.ShootTimeMult = 0.6
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SWEP.RecoilResetInstant = false
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 10
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SWEP.RecoilResetTime = 0.01
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SWEP.RecoilDissipationRate = 36
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SWEP.RecoilFirstShotMult = 1
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SWEP.RecoilVisualKick = 1
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SWEP.RecoilKick = 2
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SWEP.RecoilStability = 0.55
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SWEP.RecoilSpreadPenalty = 0.0026
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SWEP.HipFireSpreadPenalty = 0.03
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SWEP.CanBlindFire = true
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// handling
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SWEP.MoveSpeedMult = 0.925
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SWEP.ShootingSpeedMult = 0.85
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SWEP.SightedSpeedMult = 0.65
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SWEP.ReloadSpeedMult = 0.5
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SWEP.AimDownSightsTime = 0.37
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SWEP.SprintToFireTime = 0.4
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SWEP.Sway = 1.25
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SWEP.ScopedSway = 0.15
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// hold types
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SWEP.HoldType = "smg"
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SWEP.HoldTypeSprint = "passive"
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SWEP.HoldTypeBlindFire = false
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SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
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SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1
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SWEP.PassiveAng = Angle(0, 0, 0)
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SWEP.PassivePos = Vector(0, -3, -5)
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SWEP.BlindFireAng = Angle(0, 5, 0)
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SWEP.BlindFirePos = Vector(3, -2, -5)
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SWEP.SprintAng = Angle(30, -15, 0)
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SWEP.SprintPos = Vector(5, 0, -2)
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SWEP.SightAng = Angle(-0.25, 0, -1)
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SWEP.SightPos = Vector(-4.48, -7, -3.55)
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SWEP.CorrectivePos = Vector(0.03, 0, 0.06)
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SWEP.CorrectiveAng = Angle(0.64, 0.1, 0)
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SWEP.HolsterVisible = true
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SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK
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SWEP.HolsterPos = Vector(5, -2, -6)
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SWEP.HolsterAng = Angle(0, 0, 0)
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-- Устанавливаем размер магазина и начальное кол-во патрон на 0
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SWEP.ClipSize = 30
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SWEP.DefaultAmmo = 0
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SWEP.Ammo = "smg1"
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-- Принудительное обнуление при создании (Initialize)
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function SWEP:Initialize()
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self.BaseClass.Initialize(self)
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-- Обнуляем патроны внутри самого оружия
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self:SetClip1(0)
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-- Обнуляем резервные патроны у игрока через мгновение после спавна
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if SERVER then
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timer.Simple(0, function()
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if IsValid(self) and IsValid(self:GetOwner()) then
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self:GetOwner():SetAmmo(0, self:GetPrimaryAmmoType())
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end
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end)
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end
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end
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SWEP.ReloadTimeMult = 0.95
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SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/aek.mdl"
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SWEP.DropMagazineImpact = "plastic"
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SWEP.ReloadUpInTime = 1.35
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SWEP.DropMagazineTime = 0.45
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SWEP.FreeAimMaxAngle = 4
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// sounds
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local path = "tacrp/weapons/ak47/ak47_"
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local path1 = "tacint_extras/ak12/"
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SWEP.Sound_Shoot = "^" .. path1 .. "ak12-1.wav"
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SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
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SWEP.Vol_Shoot = 120
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SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot
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// effects
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// the .qc attachment for the muzzle
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SWEP.QCA_Muzzle = 1
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// ditto for shell
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SWEP.QCA_Eject = 2
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SWEP.MuzzleEffect = "muzzleflash_ak47"
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SWEP.EjectEffect = 2
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// anims
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SWEP.AnimationTranslationTable = {
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["deploy"] = "deploy",
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["fire_iron"] = "fire1_M",
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["fire1"] = "fire1_M",
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["fire2"] = "fire2_M",
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["fire3"] = "fire3_M",
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["fire4"] = "fire3_M",
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["fire5"] = "fire3_M",
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["melee"] = {"melee1", "melee2"},
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["jam"] = "midreload"
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}
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SWEP.ProceduralIronFire = {
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vm_pos = Vector(0, -0.1, -0.1),
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vm_ang = Angle(0, 0.1, 0),
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t = 0.15,
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tmax = 0.15,
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bones = {
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{
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bone = "ValveBiped.bolt_cover",
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pos = Vector(0, 0, -3),
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t0 = 0.02,
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t1 = 0.12,
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},
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},
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}
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// attachments
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SWEP.AttachmentElements = {
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["foldstock"] = {
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BGs_VM = {
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{1, 1}
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},
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BGs_WM = {
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{1, 1}
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}
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},
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["sight"] = {
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BGs_VM = {
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{2, 1}
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},
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},
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}
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SWEP.NoRMR = true
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SWEP.Attachments = {
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[1] = {
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PrintName = "Optic",
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Category = {"optic_cqb", "optic_medium", "optic_sniper"},
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Bone = "ValveBiped._ROOT_AMD65",
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WMBone = "Box01",
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InstalledElements = {"sight"},
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AttachSound = "TacRP/weapons/optic_on.wav",
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DetachSound = "TacRP/weapons/optic_off.wav",
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VMScale = 0.9,
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Pos_VM = Vector(-4.55, 0.225, 3.5),
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Pos_WM = Vector(0, 4, 0.5),
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Ang_VM = Angle(90, 0, 0),
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Ang_WM = Angle(0, -90, 0),
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},
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[2] = {
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PrintName = "Muzzle",
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Category = "silencer",
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Bone = "ValveBiped._ROOT_AMD65",
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WMBone = "Box01",
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VMScale = 0.9,
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AttachSound = "TacRP/weapons/silencer_on.wav",
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DetachSound = "TacRP/weapons/silencer_off.wav",
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Pos_VM = Vector(-2.4, 0.25, 30),
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Pos_WM = Vector(0, 27.5, -1.5),
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Ang_VM = Angle(90, 0, 0),
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Ang_WM = Angle(0, -90, 0),
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},
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[3] = {
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PrintName = "Tactical",
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Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
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Bone = "ValveBiped._ROOT_AMD65",
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WMBone = "Box01",
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InstalledElements = {"tactical"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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Pos_VM = Vector(-2.5, -0.5, 15.5),
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Pos_WM = Vector(0.65, 14, -1.5),
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Ang_VM = Angle(90, 0, -90),
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Ang_WM = Angle(0, -90, -90),
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},
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[4] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_foldstock", "acc_sling", "acc_duffle", "perk_extendedmag"},
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AttachSound = "tacrp/weapons/flashlight_on.wav",
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DetachSound = "tacrp/weapons/flashlight_off.wav",
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},
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[5] = {
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PrintName = "Bolt",
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Category = {"bolt_automatic"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[6] = {
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PrintName = "Trigger",
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Category = {"trigger_4pos"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[7] = {
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PrintName = "Ammo",
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Category = {"ammo_rifle", "ammo_ak12"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[8] = {
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PrintName = "Perk",
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Category = {"perk", "perk_melee", "perk_shooting", "perk_reload"},
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AttachSound = "tacrp/weapons/flashlight_on.wav",
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DetachSound = "tacrp/weapons/flashlight_off.wav",
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},
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}
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local function addsound(name, spath)
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sound.Add({
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name = name,
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channel = 16,
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volume = 1.0,
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sound = spath
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})
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end
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addsound("tacint_ak12.remove_clip", "TacRP/weapons/ak47/ak47_remove_clip.wav")
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addsound("tacint_ak12.insert_clip", "TacRP/weapons/ak47/ak47_insert_clip.wav")
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addsound("tacint_ak12.Bolt_Back", path1 .. "ak12_reload.wav")
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addsound("tacint_ak12.Bolt_Release", "common/null.wav")
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addsound("tacint_ak12.Rifle_catch", path .. "rifle_catch.wav")
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addsound("tacint_ak12.Buttstock_Lockback", path1 .. "ak12_draw.wav")
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