add sborka
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320
garrysmod/addons/tacrp/lua/weapons/tacrp_sd_gyrojet.lua
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320
garrysmod/addons/tacrp/lua/weapons/tacrp_sd_gyrojet.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 = "MBA Gyrojet"
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SWEP.AbbrevName = "Gyrojet"
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SWEP.Category = "[FT] Специальное Оружие"
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SWEP.SubCatTier = "9Special"
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SWEP.SubCatType = "7Special Weapon"
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SWEP.Description = "Experimental weapon firing self-propelled mini-rockets. While they are powerful, the rounds are prone to failure."
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SWEP.Description_Quote = "\"I wonder how much his remains would go for on Ebay.\"" // Postal 2 - Completely unrelated but its funi
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SWEP.Trivia_Caliber = ".51 Caliber"
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SWEP.Trivia_Manufacturer = "MBAssociates" // i checked every credible source and they dont put a space between MB and associates please dont change this
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SWEP.Trivia_Year = "1962"
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SWEP.Faction = TacRP.FACTION_NEUTRAL
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SWEP.Credits = [[
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Model & Textures: RedRougeXIII
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Sounds: speedonerd, Tactical Intervention
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Animations: speedonerd
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]]
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SWEP.ViewModel = "models/weapons/tacint_shark/v_gyrojet.mdl"
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SWEP.WorldModel = "models/weapons/tacint_shark/w_gyrojet.mdl"
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SWEP.NoRanger = false
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SWEP.Slot = 1
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SWEP.BalanceStats = {
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[TacRP.BALANCE_SBOX] = {
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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 50,
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Damage_Min = 50,
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},
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[TacRP.BALANCE_PVE] = {
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Damage_Max = 30,
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Damage_Min = 30,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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Description = "Experimental pistol firing self-propelled minirockets. Powerful but inaccurate, projectiles have significant travel time.",
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ClipSize = 5,
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JamFactor = 0,
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Spread = 0.022
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}
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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.Pistol
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// "ballistics"
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SWEP.Damage_Max = 75
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SWEP.Damage_Min = 75
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SWEP.Range_Min = 9000
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SWEP.Range_Max = 9000
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SWEP.Penetration = 20
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SWEP.ArmorPenetration = 1
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SWEP.ShootEnt = "tacrp_proj_gyrojet"
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SWEP.ShootEntForce = 15000
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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] = 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.RPM = 180
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SWEP.Spread = 0.0025
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SWEP.ShootTimeMult = 0.7
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SWEP.JamFactor = 0.25
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 4
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SWEP.RecoilResetTime = 0.2
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SWEP.RecoilDissipationRate = 4
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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.RecoilSpreadPenalty = 0.01
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SWEP.CanBlindFire = true
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// handling
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SWEP.MoveSpeedMult = 0.975
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SWEP.ShootingSpeedMult = 0.9
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SWEP.SightedSpeedMult = 0.8
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SWEP.ReloadSpeedMult = 0.75
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SWEP.AimDownSightsTime = 0.25
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SWEP.SprintToFireTime = 0.25
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SWEP.Sway = 1.05
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SWEP.ScopedSway = 0.5
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SWEP.FreeAimMaxAngle = 3
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// hold types
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SWEP.HoldType = "revolver"
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SWEP.HoldTypeSprint = "normal"
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SWEP.HoldTypeBlindFire = "pistol"
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SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER
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SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_REVOLVER
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SWEP.PassiveAng = Angle(0, 0, 0)
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SWEP.PassivePos = Vector(0, 0, 0)
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SWEP.CustomizeAng = Angle(35, 15, 0)
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SWEP.CustomizePos = Vector(9, 0, -3)
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SWEP.BlindFireAng = Angle(0, 5, 0)
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SWEP.BlindFirePos = Vector(-1, -2, -2)
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SWEP.BlindFireLeftAng = Angle(80, -2, 0)
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SWEP.BlindFireLeftPos = Vector(15, 5, -9)
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SWEP.BlindFireRightAng = Angle(-80, -2, 0)
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SWEP.BlindFireRightPos = Vector(-4, 20, -11)
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SWEP.BlindFireSuicideAng = Angle(-135, 0, 45)
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SWEP.BlindFireSuicidePos = Vector(25, 19, -5)
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SWEP.SprintAng = Angle(0, 30, 0)
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SWEP.SprintPos = Vector(1, -5, -8)
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SWEP.SightAng = Angle(0.22, -0.7, 0)
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SWEP.SightPos = Vector(-3.72, -4, 1.45)
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SWEP.HolsterVisible = true
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SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_PISTOL
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SWEP.HolsterPos = Vector(0, 3, -4)
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SWEP.HolsterAng = Angle(90, 0, 0)
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SWEP.CorrectivePos = Vector(0, 0, 0)
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SWEP.CorrectiveAng = Angle(0, 0, 0)
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// reload
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SWEP.ClipSize = 6
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SWEP.Ammo = "357"
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SWEP.ShotgunReload = true
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SWEP.ReloadTimeMult = 1.1
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// sounds
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local path = "tacint_shark/weapons/gyrojet/"
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local path1 = "tacrp/weapons/xd45/"
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SWEP.Sound_Shoot = "^" .. path .. "fire.wav"
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SWEP.Vol_Shoot = 130
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SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot
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// effects
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SWEP.EffectsAlternate = true
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SWEP.EffectsDoubled = true
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SWEP.QCA_MuzzleL = 1
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SWEP.QCA_MuzzleR = 4
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SWEP.QCA_EjectL = 2
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SWEP.QCA_EjectR = 3
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SWEP.EjectEffect = 0
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SWEP.MuzzleEffect = "muzzleflash_suppressed"
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// anims
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// VM:
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// idle
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// fire
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// fire1, fire2
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// dryfire
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// melee
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// reload
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// midreload
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// prime_grenade
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// throw_grenade
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// throw_grenade_underhand
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// deploy
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// blind_idle
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// blind_fire
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// blind_fire1, blind_fire2...
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// blind_dryfire
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// WM:
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// attack1
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SWEP.AnimationTranslationTable = {
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["deploy"] = "draw",
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["fire"] = {"shoot1", "shoot2", "shoot3"},
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["blind_fire"] = {"blind_shoot1", "blind_shoot2", "blind_shoot3"},
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["melee"] = {"melee1", "melee2"}
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}
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SWEP.ProceduralIronFire = {
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vm_pos = Vector(0, -0.5, -0.6),
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vm_ang = Angle(0, 2, 0),
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t = 0.2,
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tmax = 0.2,
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bones = {
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{
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bone = "gyrojet_hammer",
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ang = Angle(0, 0, -45),
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t0 = 0,
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t1 = 0.15,
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},
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{
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bone = "ValveBiped.Bip01_R_Finger1",
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ang = Angle(0, -15, 0),
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t0 = 0,
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t1 = 0.2,
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},
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{
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bone = "ValveBiped.Bip01_R_Finger11",
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ang = Angle(-35, 0, 0),
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t0 = 0,
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t1 = 0.15,
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},
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},
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}
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SWEP.LastShot = false
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// attachments
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SWEP.Attachments = {
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[1] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_holster", "acc_brace", "bolt_jammable"},
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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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[2] = {
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PrintName = "Trigger",
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Category = {"trigger_semi"},
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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 = "Ammo",
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Category = {"ammo_gyrojet"},
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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 = "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_gyrojet.slide_back", {
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path1 .. "slide_back-1.wav",
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path1 .. "slide_back-2.wav",
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})
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addsound("tacint_gyrojet.Catch",
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{
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path .. "gyrojet_reloadcatch.wav",
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path .. "gyrojet_reloadcatch2.wav",
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}
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)
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addsound("tacint_gyrojet.hammer", path .. "gyrojet_cockhammer.wav")
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addsound("tacint_gyrojet.insert",
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{
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path .. "gyrojet_insert1.wav",
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path .. "gyrojet_insert2.wav",
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path .. "gyrojet_insert3.wav",
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}
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)
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if engine.ActiveGamemode() == "terrortown" then
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SWEP.HolsterVisible = false
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SWEP.AutoSpawnable = false
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SWEP.Kind = WEAPON_PISTOL
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SWEP.CanBuy = { ROLE_TRAITOR, ROLE_DETECTIVE }
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SWEP.EquipMenuData = {
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type = "Weapon",
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desc = "High damage pistol firing mini-rockets.\nUses standard magnum ammo.",
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}
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end
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