add sborka
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341
garrysmod/addons/tacrp/lua/weapons/tacrp_pa_vykhlop.lua
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341
garrysmod/addons/tacrp/lua/weapons/tacrp_pa_vykhlop.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 = "ВСК Выхлоп"
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SWEP.AbbrevName = "Vykhlop"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "2Operator"
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SWEP.SubCatType = "7Sniper Rifle"
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SWEP.Description = "Subsonic sniper rifle with high capacity and rate of fire, but low muzzle velocity and poor handling.\nEquipped with a 6x scope by default."
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SWEP.Description_Quote = "\"Na'am seyidi, al qanas ala al khatt.\"" // Syrian Warfare (2016)
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SWEP.Trivia_Caliber = "12.7x55mm"
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SWEP.Trivia_Manufacturer = "TsKIB SOO"
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SWEP.Trivia_Year = "2002"
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SWEP.Faction = TacRP.FACTION_NEUTRAL
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SWEP.Credits = "Model/Texture: Call to Arms\nAnimations: Tactical Intervention, Arctic"
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SWEP.ViewModel = "models/weapons/tacint/v_vykhlop.mdl"
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SWEP.WorldModel = "models/weapons/tacint/w_vykhlop.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 = 75,
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Damage_Min = 120,
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Range_Min = 1500,
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Range_Max = 4000,
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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 55,
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Damage_Min = 80,
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Range_Min = 300,
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Range_Max = 2000,
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RPM = 45,
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ShootTimeMult = 0.9,
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HipFireSpreadPenalty = 0.025,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 5,
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[HITGROUP_CHEST] = 1.25,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 0.75,
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[HITGROUP_RIGHTARM] = 0.75,
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[HITGROUP_LEFTLEG] = 0.5,
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[HITGROUP_RIGHTLEG] = 0.5,
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[HITGROUP_GEAR] = 0.5
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},
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}
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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.SniperRifle
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// "ballistics"
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SWEP.Damage_Max = 125
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SWEP.Damage_Min = 85
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SWEP.Range_Min = 800
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SWEP.Range_Max = 5000
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SWEP.Penetration = 18 // units of metal this weapon can penetrate
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SWEP.ArmorPenetration = 0.8
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SWEP.ArmorBonus = 2.5
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 3,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 0.75,
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[HITGROUP_RIGHTARM] = 0.75,
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[HITGROUP_LEFTLEG] = 0.5,
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[HITGROUP_RIGHTLEG] = 0.5,
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[HITGROUP_GEAR] = 0.5
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}
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SWEP.MuzzleVelocity = 11500
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// misc. shooting
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SWEP.Firemode = 1
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SWEP.FiremodeName = "Bolt-Action" // only used externally for firemode name distinction
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SWEP.RPM = 44
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SWEP.ShootTimeMult = 0.42
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SWEP.Spread = 0
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SWEP.HipFireSpreadPenalty = 0.1
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SWEP.PeekPenaltyFraction = 0.2
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 1
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SWEP.RecoilResetTime = 0.4
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SWEP.RecoilDissipationRate = 1
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SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
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SWEP.RecoilVisualKick = 10
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SWEP.RecoilKick = 15
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SWEP.RecoilStability = 0.5
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SWEP.RecoilSpreadPenalty = 0 // extra spread per one unit of recoil
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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 = 0.25
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SWEP.SightedSpeedMult = 0.4
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SWEP.ReloadSpeedMult = 0.25
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SWEP.AimDownSightsTime = 0.5
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SWEP.SprintToFireTime = 0.6
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SWEP.Sway = 3
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SWEP.ScopedSway = 0.2
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SWEP.FreeAimMaxAngle = 10
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SWEP.Bipod = true
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SWEP.BipodRecoil = 0.25
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SWEP.BipodKick = 0.2
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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.HoldTypeNPC = "shotgun"
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SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW
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SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_AR2
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SWEP.PassiveAng = Angle(0, 0, 0)
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SWEP.PassivePos = Vector(2, 1, -6)
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SWEP.BlindFireAng = Angle(0, 15, -45)
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SWEP.BlindFirePos = Vector(1, -2, -3)
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SWEP.BlindFireLeftAng = Angle(75, 0, 0)
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SWEP.BlindFireLeftPos = Vector(8, 10, -6)
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SWEP.BlindFireRightAng = Angle(-75, 0, 0)
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SWEP.BlindFireRightPos = Vector(-10, 10, -5)
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SWEP.BlindFireSuicideAng = Angle(0, 135, 0)
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SWEP.BlindFireSuicidePos = Vector(-2, 45, -35)
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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(0.03, 0.8, 0)
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SWEP.SightPos = Vector(-3.92, -4, -4.77)
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SWEP.CorrectivePos = Vector(0.09, 0, 0.05)
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SWEP.CorrectiveAng = Angle(0, 0, -1)
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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, 4, -6)
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SWEP.HolsterAng = Angle(0, 0, 0)
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// scope
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SWEP.Scope = true
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SWEP.ScopeOverlay = Material("tacrp/scopes/l96.png", "mips smooth") // Material("path/to/overlay")
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SWEP.ScopeFOV = 90 / 6
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SWEP.ScopeLevels = 1 // 2 = like CS:S
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SWEP.ScopeHideWeapon = true
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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 = 10
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SWEP.DefaultAmmo = 0
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SWEP.Ammo = "357"
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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.AmmoTTT = "357"
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SWEP.Ammo_Expanded = "ti_sniper"
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SWEP.TracerNum = 0
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SWEP.ReloadTimeMult = 2
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SWEP.ShootTimeMult = 0.8
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SWEP.DropMagazineModel = "models/weapons/tacint/magazines/vykhlop.mdl"
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SWEP.ReloadUpInTime = 2.1
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SWEP.DropMagazineTime = 0.7
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// sounds
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local path = "tacrp/weapons/aug/aug_"
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SWEP.Sound_Shoot = "^tacrp/weapons/sg551/sg551_fire_silenced-1.wav"
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SWEP.Vol_Shoot = 80
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SWEP.Pitch_Shoot = 80
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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_suppressed"
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SWEP.EjectEffect = 2
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SWEP.EjectDelay = 0.5
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// anims
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SWEP.AnimationTranslationTable = {
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["deploy"] = "deploy",
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["fire"] = "fire_bolt",
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["blind_fire"] = "shoot1",
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["jam"] = "midreload"
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}
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// attachments
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SWEP.AttachmentElements = {
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["optic"] = {
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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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["irons"] = {
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BGs_VM = {
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{2, 1}
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},
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BGs_WM = {
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{2, 1}
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},
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},
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}
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SWEP.Attachments = {
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[1] = {
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PrintName = "Optic",
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Category = {"ironsights_sniper", "optic_cqb_nookp7", "optic_medium", "optic_sniper"},
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InstalledElements = {"optic"},
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Bone = "ValveBiped.AUG_rootbone",
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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,
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Pos_VM = Vector(-5.3, 0, 1),
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Ang_VM = Angle(90, 0, 0),
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Pos_WM = Vector(4, 1, -5.8),
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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", "tactical_zoom", "tactical_ebullet"},
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Bone = "ValveBiped.AUG_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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Pos_VM = Vector(-3, -1.05, 8),
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Ang_VM = Angle(90, 0, -90),
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Pos_WM = Vector(12, 1.75, -4),
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Ang_WM = Angle(0, 0, 90),
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},
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[3] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_extmag_sniper", "acc_sling", "acc_duffle", "acc_bipod"},
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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"},
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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_amr"},
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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_aug.insert_clip", path .. "insert_clip.wav")
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addsound("tacint_aug.remove_clip", path .. "remove_clip.wav")
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addsound("tacint_aug.Handle_FoldDown", path .. "handle_folddown.wav")
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addsound("tacint_aug.bolt_lockback", path .. "bolt_lockback.wav")
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addsound("tacint_aug.bolt_release", path .. "bolt_release.wav")
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path = "TacRP/weapons/m14/m14_"
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addsound("TacInt_m14.bolt_back", path .. "bolt_back.wav")
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addsound("TacInt_m14.bolt_release", path .. "bolt_release.wav")
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