add sborka
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319
garrysmod/addons/tacrp/lua/weapons/tacrp_pa_fnmag.lua
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319
garrysmod/addons/tacrp/lua/weapons/tacrp_pa_fnmag.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 = "FN MAG"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "3Security"
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SWEP.SubCatType = "5Machine Gun"
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SWEP.Description = "Machine gun with practically no mobility but compensates with incredible firepower and capacity."
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SWEP.Description_Quote = "\"You can't leave me here with these... animals.\"" // Made up out of thin air
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SWEP.Trivia_Caliber = "7.62x51mm"
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SWEP.Trivia_Manufacturer = "Fabrique National"
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SWEP.Trivia_Year = "1958"
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SWEP.Faction = TacRP.FACTION_COALITION
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SWEP.Credits = "Model & Texture: Call to Arms\nAnimation: Tactical Intervention\nPorted By: Arctic"
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SWEP.ViewModel = "models/weapons/tacint/v_fnmag.mdl"
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SWEP.WorldModel = "models/weapons/tacint/w_fnmag.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 = 50,
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Damage_Min = 34,
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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 20,
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Damage_Min = 13,
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Range_Min = 600,
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Range_Max = 2000,
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ClipSize = 200,
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HipFireSpreadPenalty = 0.03,
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RecoilMaximum = 20,
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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] = 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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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.MachineGun
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 2.5,
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[HITGROUP_CHEST] = 1,
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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] = 0.75
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}
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// "ballistics"
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SWEP.Damage_Max = 45
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SWEP.Damage_Min = 28
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SWEP.Range_Min = 1800
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SWEP.Range_Max = 6000
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SWEP.Penetration = 10
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SWEP.ArmorPenetration = 0.75
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SWEP.MuzzleVelocity = 22000
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// misc. shooting
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SWEP.Firemode = 2
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SWEP.RPM = 650
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SWEP.Spread = 0.009
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SWEP.ShootTimeMult = 0.5
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 50
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SWEP.RecoilResetTime = 0.2
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SWEP.RecoilDissipationRate = 25
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SWEP.RecoilFirstShotMult = 2
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SWEP.RecoilVisualKick = 1.25
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SWEP.RecoilKick = 5
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SWEP.RecoilAltMultiplier = 170
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SWEP.RecoilStability = 0.05
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SWEP.HipFireSpreadPenalty = 0.05
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SWEP.MoveSpreadPenalty = 0.02
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SWEP.RecoilSpreadPenalty = 0.01
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SWEP.PeekPenaltyFraction = 0.2
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SWEP.CanBlindFire = true
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// handling
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SWEP.MoveSpeedMult = 0.75
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SWEP.ShootingSpeedMult = 0.5
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SWEP.SightedSpeedMult = 0.55
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SWEP.ReloadSpeedMult = 0.15
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SWEP.ReloadSpeedMultTime = 1
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SWEP.AimDownSightsTime = 0.36
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SWEP.SprintToFireTime = 0.42
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SWEP.Sway = 1.5
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SWEP.ScopedSway = 0.01
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SWEP.FreeAimMaxAngle = 9
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SWEP.Bipod = true
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SWEP.BipodRecoil = 0.35
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SWEP.BipodKick = 0.25
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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.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, -2, -7)
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SWEP.BlindFireAng = Angle(0, 5, 0)
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SWEP.BlindFirePos = Vector(0, -4, -3)
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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, 0.15, 0)
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SWEP.SightPos = Vector(-4.355, -5, -3.2)
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SWEP.CorrectivePos = Vector(0.025, 0, 0.125)
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SWEP.CorrectiveAng = Angle(0, 0, 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, 0, -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 = 100
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SWEP.DefaultAmmo = 0
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SWEP.Ammo = "ar2"
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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.Ammo_Expanded = "ti_rifle"
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SWEP.ReloadTimeMult = 1.75
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SWEP.DropMagazineModel = "models/weapons/tacint/magazines/fnmag.mdl"
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SWEP.DropMagazineImpact = "metal"
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SWEP.ReloadUpInTime = 3.5
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SWEP.DropMagazineTime = 0.7
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SWEP.BulletBodygroups = {
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[1] = {1, 1},
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[2] = {2, 1},
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[3] = {3, 1},
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[4] = {4, 1},
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[5] = {5, 1},
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[6] = {6, 1},
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[7] = {7, 1},
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[8] = {8, 1},
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[9] = {9, 1},
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[10] = {10, 1},
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[11] = {11, 1},
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[12] = {12, 1},
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}
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SWEP.DefaultBodygroups = "000000000000000000000000000"
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SWEP.BulletBodygroupsSetAll = true
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// sounds
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local path = "TacRP/weapons/mg4/"
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local path1 = "tacint_extras/fnmag/"
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SWEP.Sound_Shoot = "^" .. path1 .. "fire.wav"
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SWEP.Sound_Shoot_Silenced = "TacRP/weapons/g36k/g36k_fire_silenced-1.wav"
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SWEP.Vol_Shoot = 130
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SWEP.Pitch_Shoot = 90
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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_minimi"
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SWEP.EjectEffect = 2
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// anims
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SWEP.AnimationTranslationTable = {
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["fire_iron"] = {"fire4_L", "fire3_L", "fire2_L", "fire1_L"},
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["fire1"] = "fire1_L",
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["fire2"] = "fire2_L",
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["fire3"] = "fire3_L",
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["fire4"] = "fire4_L",
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["fire5"] = "fire5_L",
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["melee"] = {"melee1", "melee2"}
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}
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// attachments
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SWEP.AttachmentElements = {
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}
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//ValveBiped.MG4_root
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SWEP.NoTactical = 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"},
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Bone = "ValveBiped.feed_cover",
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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 = 1.1,
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Pos_VM = Vector(-1.1, -0.2, -4),
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Pos_WM = Vector(8, 1.15, -7),
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Ang_VM = Angle(90, 0, 0),
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Ang_WM = Angle(0, 0, 180),
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},
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[2] = {
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PrintName = "Tactical",
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Category = {"tactical_zoom", "tactical_ebullet"},
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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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[3] = {
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PrintName = "Accessory",
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Category = {"acc", "extendedbelt", "acc_duffle", "acc_bipod", "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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[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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[4] = {
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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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[5] = {
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PrintName = "Trigger",
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Category = {"trigger_auto"},
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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_rifle"},
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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_mg4.Clip_Out", path .. "clip_out-1.wav")
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addsound("TacInt_mg4.Clip_In", path .. "clip_in-1.wav")
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addsound("TacInt_mg4.bolt_release", path .. "bolt_release-1.wav")
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addsound("TacInt_mg4.bolt_back", path .. "bolt_back-1.wav")
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addsound("TacInt_mg4.bolt_forward", path .. "bolt_forward-1.wav")
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addsound("TacInt_mg4.feedcover_close", path .. "feed_cover_close-1.wav")
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addsound("TacInt_mg4.feedcover_open", path .. "feed_cover_open-1.wav")
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addsound("TacInt_mg4.insertbullets", path .. "insert_bullets-1.wav")
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addsound("TacInt_mg4.deploy", path .. "deploy-1.wav")
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