mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 21:53:46 +03:00
276 lines
6.2 KiB
Lua
276 lines
6.2 KiB
Lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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SWEP.Base = "arccw_base"
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SWEP.Spawnable = true -- this obviously has to be set to true
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SWEP.Category = "Willard - Junk Weapons" -- edit this if you like
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SWEP.AdminOnly = false
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SWEP.PrintName = "Helsing"
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SWEP.Trivia_Class = "Helsing"
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SWEP.Trivia_Desc = "A silent, revolving air gun that shoots metal bolts. Overpressurizing its tank increases power, but the extra pressure vents before long."
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SWEP.Trivia_Manufacturer = "Unknown"
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SWEP.Trivia_Calibre = "Helsing Bolt"
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SWEP.Trivia_Mechanism = "Pneumatic"
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SWEP.Trivia_Country = "Russia"
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SWEP.Slot = 3
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/c_Helsing.mdl"
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SWEP.WorldModel = "models/weapons/c_Helsing.mdl"
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SWEP.ViewModelFOV = 60
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SWEP.DefaultSkin = 0
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SWEP.Damage = 29
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SWEP.DamageMin = 29
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SWEP.Range = 40 -- in METRES
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SWEP.Penetration = 1
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SWEP.DamageType = DMG_BULLET
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SWEP.ShootEntity = nil -- entity to fire, if any
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SWEP.MuzzleVelocity = 200 -- projectile or phys bullet muzzle velocity
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-- IN M/S
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SWEP.AlwaysPhysBullet = true
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SWEP.PhysTracerProfile = 0
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SWEP.TracerNum = 1
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SWEP.Tracer = "arccw_tracer"
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SWEP.TracerCol = Color(38, 38, 38)
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SWEP.CanFireUnderwater = true
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SWEP.ChamberSize = 0 -- how many rounds can be chambered.
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SWEP.Primary.ClipSize = 8 -- DefaultClip is automatically set.
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SWEP.ExtendedClipSize = 8
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SWEP.ReducedClipSize = 6
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SWEP.Recoil = 1
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SWEP.RecoilSide = 1
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SWEP.RecoilRise = 1
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SWEP.VisualRecoilMult = 0.5
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SWEP.Delay = 60 / 180 -- 60 / RPM.
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SWEP.Num = 1 -- number of shots per trigger pull.
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SWEP.Firemodes = {
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{
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Mode = 1,
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},
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{
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Mode = 0,
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}
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}
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SWEP.NPCWeaponType = {"weapon_ar2"}
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SWEP.NPCWeight = 75
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SWEP.AccuracyMOA = 3 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
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SWEP.HipDispersion = 150 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 250
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SWEP.Primary.Ammo = "357" -- what ammo type the gun uses
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SWEP.ShootVol = 100 -- volume of shoot sound
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SWEP.ShootPitch = 95 -- pitch of shoot sound
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SWEP.ShootSound = "Helsing/Shoot.mp3"
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SWEP.ShootSoundSilenced = "Helsing/Shoot.mp3"
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SWEP.DistantShootSound = "Helsing/Shoot.mp3"
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SWEP.MuzzleEffect = nil
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SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on
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SWEP.CaseEffectAttachment = 0 -- which attachment to put the case effect on
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SWEP.RevolverReload = true
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SWEP.SightTime = 0.28
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SWEP.SpeedMult = 0.975
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SWEP.SightedSpeedMult = 0.75
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SWEP.BarrelLength = 18
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SWEP.ProceduralRegularFire = false
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SWEP.ProceduralIronFire = false
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SWEP.CaseBones = {
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[1] = "Bullet1",
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[2] = "Bullet2",
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[3] = "Bullet3",
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[4] = "Bullet4",
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[5] = "Bullet5",
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[6] = "Bullet6",
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}
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SWEP.IronSightStruct = {
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Pos = Vector(-5.881, 0, 2.184),
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Ang = Angle(0, 0, 0),
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Magnification = 1,
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SwitchToSound = "", -- sound that plays when switching to this sight
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}
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SWEP.HoldtypeHolstered = "normal"
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SWEP.HoldtypeActive = "ar2"
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SWEP.HoldtypeSights = "rpg"
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SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
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SWEP.ActivePos = Vector(0, 0, 1)
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SWEP.ActiveAng = Angle(0, 0, 0)
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SWEP.CustomizePos = Vector(8, 0, 1)
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SWEP.CustomizeAng = Angle(5, 30, 30)
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SWEP.HolsterPos = Vector(5, 0, 0)
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SWEP.HolsterAng = Angle(-4, 30.016, 0)
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SWEP.CrouchPos = Vector(-3, 0, 0)
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SWEP.CrouchAng = Angle(0, 0, -10)
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SWEP.BarrelOffsetSighted = Vector(0, 0, -1)
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SWEP.BarrelOffsetHip = Vector(2, 0, -2)
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SWEP.ExtraSightDist = 10
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SWEP.WorldModelOffset = {
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pos = Vector(-16.105, 7, -5.715),
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ang = Angle(-10.52, 0, 180)
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}
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SWEP.GuaranteeLaser = false
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SWEP.MirrorVMWM = true
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SWEP.BulletBones = {
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[1] = "Arrow1",
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[2] = "Arrow2",
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[3] = "Arrow3",
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[4] = "Arrow4",
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[5] = "Arrow5",
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[6] = "Arrow6",
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[7] = "Arrow7",
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[8] = "Arrow8",
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}
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SWEP.Attachments = {
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{
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PrintName = "Optic",
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DefaultAttName = "Iron Sights",
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Slot = {"optic_lp", "optic"},
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Bone = "Helsing",
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Offset = {
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vpos = Vector(0, -3.8, 3.5),
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vang = Angle(90, 0, -90),
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},
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},
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{
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PrintName = "Tactical",
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Slot = "tac",
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Bone = "Helsing",
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Offset = {
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vpos = Vector(-0.5, -0.601, 17.7),
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vang = Angle(89.7, 0.4, 180),
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},
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VMScale = Vector(0.7, 0.7, 0.7),
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WMScale = Vector(0.7, 0.7, 0.7),
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},
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{
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PrintName = "Underbarrel",
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Slot = {"foregrip"},
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Bone = "Helsing",
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Offset = {
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vpos = Vector(0, 2.599, 19),
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vang = Angle(90, 0, -90),
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},
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},
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{
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PrintName = "Grip",
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Slot = "grip",
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DefaultAttName = "Standard Grip"
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},
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{
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PrintName = "Ammo Type",
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Slot = "ammo_bullet",
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},
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{
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PrintName = "Perk",
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Slot = {"perk"}
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},
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{
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PrintName = "Charm",
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Slot = "charm",
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FreeSlot = true,
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Bone = "Helsing",
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Offset = {
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vpos = Vector(0.37, -0.7, 2.7), -- offset that the attachment will be relative to the bone
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vang = Angle(90, 0, -90),
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wpos = Vector(10, 1.25, -4),
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wang = Angle(0, -4.211, 180)
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},
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},
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}
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SWEP.Animations = {
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["idle"] = {
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Source = "idle"
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},
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["draw"] = {
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Source = "draw"
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},
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["ready"] = {
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Source = "ready",
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0.5,
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},
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["fire"] = {
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Source = "shoot",
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},
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["fire_iron"] = {
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Source = "shoot",
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},
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["reload"] = {
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Source = "reload",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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FrameRate = 30,
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Time = 2.4,
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LastClip1OutTime = 1.3,
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LHIK = true,
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LHIKIn = 0.2,
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LHIKOut = 0.5,
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},
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["reload_empty"] = {
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Source = "reload",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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FrameRate = 30,
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LastClip1OutTime = 1.3,
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LHIK = true,
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LHIKIn = 0.2,
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LHIKOut = 0.5,
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},
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}
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sound.Add({
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name = "HS.Reload",
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channel = 16,
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volume = 1.0,
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sound = "Helsing/helsingrl1.wav"
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})
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sound.Add({
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name = "HS.Reload2",
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channel = 16,
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volume = 1.0,
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sound = "Helsing/helsingrl2.wav"
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})
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