add sborka
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368
garrysmod/addons/tacrp/lua/weapons/tacrp_sd_pkm.lua
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368
garrysmod/addons/tacrp/lua/weapons/tacrp_sd_pkm.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 = "ПКМ"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "2Operator"
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SWEP.SubCatType = "5Machine Gun"
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SWEP.Description = "General-purpose machine gun capable of intense suppressive fire. High capacity and damage but is very, very bulky."
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SWEP.Description_Quote = "Notably seen atop Mercedes-Benz G-Wagens." -- The Expendables 2 (2012) opening scene
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SWEP.Trivia_Caliber = "7.62x54mmR"
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SWEP.Trivia_Manufacturer = "Degtyaryov Plant"
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SWEP.Trivia_Year = "1961"
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SWEP.Faction = TacRP.FACTION_MILITIA
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SWEP.Credits = [[
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Assets: Call to Arms
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Sounds: NightmareMutant & speedonerd
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Animations: Tactical Intervention
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]]
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SWEP.ViewModel = "models/weapons/tacint_shark/v_pkm.mdl"
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SWEP.WorldModel = "models/weapons/tacint_shark/w_pkm.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 = 35,
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Damage_Min = 24,
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Range_Min = 700,
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Range_Max = 4000,
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ClipSize = 100,
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},
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[TacRP.BALANCE_TTT] = {
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Description = "Machine gun with high damage but very low mobility.",
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Damage_Max = 20,
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Damage_Min = 12,
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Range_Min = 750,
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Range_Max = 3000,
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ClipSize = 80,
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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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[TacRP.BALANCE_PVE] = {
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Damage_Max = 20,
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Damage_Min = 12,
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ClipSize = 100,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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ClipSize = 100,
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Damage_Max = 29,
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RecoilMaximum = 26,
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MoveSpeedMult = 0.7,
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ShootingSpeedMult = 0.4
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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,
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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 = 38
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SWEP.Damage_Min = 28
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SWEP.Range_Min = 1600 // distance for which to maintain maximum damage
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SWEP.Range_Max = 5000 // distance at which we drop to minimum damage
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SWEP.Penetration = 10 // units of metal this weapon can penetrate
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SWEP.ArmorPenetration = 0.8
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SWEP.MuzzleVelocity = 17500
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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 = 0.0065
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SWEP.ShootTimeMult = 0.5
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 25
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SWEP.RecoilResetTime = 0.2
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SWEP.RecoilDissipationRate = 30
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SWEP.RecoilFirstShotMult = 3
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SWEP.RecoilVisualKick = 1
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SWEP.RecoilKick = 9
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SWEP.RecoilStability = 0.25
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SWEP.RecoilAltMultiplier = 300
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SWEP.HipFireSpreadPenalty = 0.07
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SWEP.RecoilSpreadPenalty = 0.0012
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SWEP.PeekPenaltyFraction = 0.15
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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, -4, -5)
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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(0.03, 1, 0)
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SWEP.SightPos = Vector(-4.425, -7.5, -4.15)
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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 = 1.25
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SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/pkm.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] = {5, 0},
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[2] = {5, 1},
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[3] = {5, 2},
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[4] = {5, 3},
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[5] = {5, 4},
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[6] = {5, 5},
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[7] = {5, 6},
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[8] = {5, 7},
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}
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SWEP.DefaultBodygroups = "000006"
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// sounds
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local path = "tacint_shark/weapons/pkm/pkm"
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SWEP.Sound_Shoot = "^" .. path .. "-1.wav"
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SWEP.Sound_Shoot_Silenced = "^" .. path .. "-1_silenced.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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// 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_M", "fire3_M", "fire2_M", "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"] = "fire4_M",
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["fire5"] = "fire5_M",
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["melee"] = "melee1"
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}
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// attachments
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SWEP.AttachmentElements = {
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["bipod"] = {
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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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["extendedbelt"] = {
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BGs_VM = {
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{2, 1}
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},
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},
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["sights"] = {
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BGs_VM = {
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{3, 1}
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},
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BGs_WM = {
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{3, 1}
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},
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}
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}
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//ValveBiped.MG4_root
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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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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 = 1.25,
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Pos_VM = Vector(-2, 0, 0),
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Pos_WM = Vector(12, 1.15, -8),
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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 = "Muzzle",
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Category = "silencer",
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Bone = "ValveBiped.MG4_root",
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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(-5.1, 0, 43.5),
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Pos_WM = Vector(43.2, 1.15, -5.3),
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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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[3] = {
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PrintName = "Tactical",
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Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
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Bone = "ValveBiped.MG4_root",
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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(-4.6, -1.1, 13),
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Pos_WM = Vector(14, 1.75, -4.5),
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Ang_VM = Angle(90, 0, -90),
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Ang_WM = Angle(0, 0, 90),
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},
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[4] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_bipod", "extendedbelt", "acc_sling", "acc_duffle"},
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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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[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_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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[7] = {
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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_pkm.Clip_Out", path .. "_boxout.wav")
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addsound("tacint_pkm.Clip_In", path .. "_boxin.wav")
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addsound("tacint_pkm.bolt_release", path .. "_bolt.wav")
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addsound("tacint_pkm.bolt_back", path .. "_bolt.wav")
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addsound("tacint_pkm.bolt_forward", path .. "_coversmack.wav")
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addsound("tacint_pkm.feedcover_close", path .. "_coverdown.wav")
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addsound("tacint_pkm.feedcover_open", path .. "_coverup.wav")
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addsound("tacint_pkm.insertbullets", path .. "_chain.wav")
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addsound("tacint_pkm.deploy", path .. "_draw.wav")
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