add sborka
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315
garrysmod/addons/tacrp/lua/weapons/tacrp_ks23.lua
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315
garrysmod/addons/tacrp/lua/weapons/tacrp_ks23.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 = "KC-23"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "1Elite"
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SWEP.SubCatType = "5Shotgun"
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SWEP.Description = "Massive shotgun that shoots massive shells from its massive barrel.\nAble to breach doors without specialized shells."
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SWEP.Description_Quote = "\"You tried to make me kill my president!\" \"Tried?\"" -- Black Ops 1 (2010)
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SWEP.Trivia_Caliber = "23x75mmR"
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SWEP.Trivia_Manufacturer = "Tula Arms Plant"
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SWEP.Trivia_Year = "1971"
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SWEP.Faction = TacRP.FACTION_MILITIA
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SWEP.Credits = "Assets: Firearms: Source"
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SWEP.ViewModel = "models/weapons/tacint/v_ks23.mdl"
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SWEP.WorldModel = "models/weapons/tacint/w_ks23.mdl"
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SWEP.Slot = 2
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SWEP.SlotAlt = 3
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SWEP.BalanceStats = {
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[TacRP.BALANCE_SBOX] = {
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Damage_Max = 10,
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Damage_Min = 2,
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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 8,
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Damage_Min = 2,
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Range_Min = 100,
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Range_Max = 1000,
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Num = 16,
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ClipSize = 4,
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Spread = 0.04,
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ShotgunPelletSpread = 0.03,
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HipFireSpreadPenalty = 0.025,
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RecoilSpreadPenalty = 0.02,
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FreeAimMaxAngle = 5,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 2,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 1,
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[HITGROUP_RIGHTARM] = 1,
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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 = 9,
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Damage_Min = 4,
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Range_Min = 500,
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Range_Max = 3000,
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Num = 32,
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Spread = 0.06,
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ShotgunPelletSpread = 0.015,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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HipFireSpreadPenalty = 0.04,
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RecoilDissipationRate = 1.25,
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RecoilMaximum = 5,
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ReloadTimeMult = 1.3
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}
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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.Shotgun
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// "ballistics"
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SWEP.Damage_Max = 14
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SWEP.Damage_Min = 4
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SWEP.Range_Min = 100 // distance for which to maintain maximum damage
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SWEP.Range_Max = 1200 // distance at which we drop to minimum damage
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SWEP.Penetration = 4 // units of metal this weapon can penetrate
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SWEP.Num = 20
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SWEP.ArmorPenetration = 0.35
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SWEP.ArmorBonus = 0.25
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SWEP.MuzzleVelocity = 10000
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 1,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 1,
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[HITGROUP_RIGHTARM] = 1,
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[HITGROUP_LEFTLEG] = 1,
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[HITGROUP_RIGHTLEG] = 1,
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[HITGROUP_GEAR] = 1
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}
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// misc. shooting
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SWEP.Firemode = 1
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SWEP.FiremodeName = "Pump-Action" // only used externally for firemode name distinction
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SWEP.RPM = 45
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SWEP.Spread = 0.04
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SWEP.ShotgunPelletSpread = 0.035
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SWEP.ShootTimeMult = 1
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SWEP.HipFireSpreadPenalty = 0.025
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SWEP.MidAirSpreadPenalty = 0
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SWEP.ScopedSpreadPenalty = 0
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 3
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SWEP.RecoilResetTime = 0.35
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SWEP.RecoilDissipationRate = 1
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SWEP.RecoilFirstShotMult = 1.5
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SWEP.RecoilVisualKick = 2
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SWEP.RecoilKick = 25
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SWEP.RecoilStability = 0.65
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SWEP.RecoilSpreadPenalty = 0.02
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SWEP.CanBlindFire = true
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SWEP.DoorBreach = true
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SWEP.DoorBreachThreshold = 100
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// handling
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SWEP.MoveSpeedMult = 0.85
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SWEP.ShootingSpeedMult = 0.5
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SWEP.SightedSpeedMult = 0.6
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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 = 1.5
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SWEP.ScopedSway = 0.65
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SWEP.FreeAimMaxAngle = 4
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// hold types
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SWEP.HoldType = "ar2"
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SWEP.HoldTypeSprint = "passive"
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SWEP.HoldTypeBlindFire = false
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SWEP.HoldTypeNPC = "shotgun"
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SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN
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SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN
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SWEP.PassiveAng = Angle(0, 0, 0)
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SWEP.PassivePos = Vector(0, -2, -5)
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SWEP.BlindFireAng = Angle(0, 5, 0)
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SWEP.BlindFirePos = Vector(4, -2, -4)
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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(-0.55, 0.1, 0.75)
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SWEP.SightPos = Vector(-3.4, -2, -3.25)
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SWEP.CorrectivePos = Vector(0.275, 0, -0.2)
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SWEP.CorrectiveAng = Angle(1.21, 0.1, 0)
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SWEP.HolsterVisible = true
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SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2
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SWEP.HolsterPos = Vector(5, 8, -6)
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SWEP.HolsterAng = Angle(0, 0, 0)
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// reload
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-- Устанавливаем размер магазина и начальное кол-во патрон на 0
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SWEP.ClipSize = 4
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SWEP.DefaultAmmo = 0
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SWEP.Ammo = "buckshot"
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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.ShotgunReload = true
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SWEP.ReloadTimeMult = 1.25
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SWEP.ShotgunThreeload = false
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// sounds
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local path = "TacRP/weapons/ks23/ks23_"
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SWEP.Sound_Shoot = "tacrp/weapons/ks23/ks23_fire1.wav"
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SWEP.Sound_Shoot_Silenced = "TacRP/weapons/sg551/sg551_fire_silenced-1.wav"
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SWEP.Vol_Shoot = 130
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SWEP.Pitch_Shoot = 95
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SWEP.ShootPitchVariance = 0 // 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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SWEP.QCA_Eject = 2
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SWEP.MuzzleEffect = "muzzleflash_shotgun"
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SWEP.EjectEffect = 4
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SWEP.EjectDelay = 0.5
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// anims
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SWEP.AnimationTranslationTable = {
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["fire"] = {"shoot1", "shoot2"},
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["blind_fire"] = {"blind_shoot1"},
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["melee"] = {"melee1", "melee2"},
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["reload"] = {"reload", "reload2"},
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["jam"] = "reload_finish"
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}
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// attachments
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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"},
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Bone = "ValveBiped.bekas_rootbone",
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WMBone = "ValveBiped.Bip01_R_Hand",
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InstalledElements = {"sights"},
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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 = 0.75,
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Pos_VM = Vector(-3.4, 0, 8),
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Ang_VM = Angle(90, 0, 0),
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Pos_WM = Vector(9, 0.85, -7),
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Ang_WM = Angle(-25, 3.5, 180),
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},
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[2] = {
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PrintName = "Tactical",
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Category = {"tactical", "tactical_zoom"},
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Bone = "ValveBiped.bekas_rootbone",
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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InstalledElements = {"tactical"},
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VMScale = 1.15,
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Pos_VM = Vector(-2, -0.3, 22),
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Ang_VM = Angle(90, 0, -90),
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Pos_WM = Vector(22, 0.5, -11),
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Ang_WM = Angle(-25, 3.5, 90),
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},
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[3] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_duffle", "acc_extmag_shotgun_tube", "acc_sling"},
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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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[4] = {
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PrintName = "Bolt",
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Category = {"bolt_manual"},
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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 = "Trigger",
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Category = {"trigger_manual", "trigger_pump"},
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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 = "Ammo",
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Category = {"ammo_shotgun", "ammo_ks23"},
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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 = "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_ks23.Insertshell", "tacrp/weapons/bekas/insertshell-1.wav")
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addsound("tacint_ks23.Movement", "tacrp/weapons/bekas/movement-1.wav")
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addsound("tacint_ks23.PumpBack", path .. "pump_back.wav")
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addsound("tacint_ks23.PumpForward", path .. "pump_forward.wav")
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