mirror of
https://github.com/lifestorm/wnsrc.git
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182 lines
6.8 KiB
Lua
182 lines
6.8 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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-- Copyright (c) 2018-2020 TFA Base Devs
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-- Permission is hereby granted, free of charge, to any person obtaining a copy
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-- of this software and associated documentation files (the "Software"), to deal
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-- in the Software without restriction, including without limitation the rights
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-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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-- copies of the Software, and to permit persons to whom the Software is
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-- furnished to do so, subject to the following conditions:
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-- The above copyright notice and this permission notice shall be included in all
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-- copies or substantial portions of the Software.
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-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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-- SOFTWARE.
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local HoldTypeTable = {
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["melee"] = {
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[ACT_IDLE] = ACT_IDLE_MELEE,
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[ACT_IDLE_ANGRY] = ACT_IDLE_MELEE,
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[ACT_IDLE_RELAXED] = ACT_IDLE_MELEE,
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[ACT_IDLE_STIMULATED] = ACT_IDLE_MELEE,
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[ACT_IDLE_AGITATED] = ACT_IDLE_MELEE,
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[ACT_IDLE_AIM_RELAXED] = ACT_IDLE_MELEE,
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[ACT_IDLE_AIM_STIMULATED] = ACT_IDLE_MELEE,
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[ACT_IDLE_AIM_AGITATED] = ACT_IDLE_MELEE,
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[ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_THROW,
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[ACT_RANGE_ATTACK1_LOW] = ACT_MELEE_ATTACK_SWING,
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[ACT_MELEE_ATTACK1] = ACT_MELEE_ATTACK_SWING,
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[ACT_MELEE_ATTACK2] = ACT_MELEE_ATTACK_SWING,
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[ACT_SPECIAL_ATTACK1] = ACT_RANGE_ATTACK_THROW,
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[ACT_RANGE_AIM_LOW] = ACT_IDLE_MELEE,
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[ACT_COVER_LOW] = ACT_IDLE_MELEE,
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[ACT_WALK] = ACT_WALK_SUITCASE,
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[ACT_WALK_RELAXED] = ACT_WALK_SUITCASE,
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[ACT_WALK_STIMULATED] = ACT_WALK_SUITCASE,
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[ACT_WALK_AGITATED] = ACT_WALK_SUITCASE,
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[ACT_RUN_CROUCH] = ACT_RUN_CROUCH,
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[ACT_RUN_CROUCH_AIM] = ACT_RUN_CROUCH,
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[ACT_RUN] = ACT_RUN,
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[ACT_RUN_AIM_RELAXED] = ACT_RUN,
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[ACT_RUN_AIM_STIMULATED] = ACT_RUN,
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[ACT_RUN_AIM_AGITATED] = ACT_RUN,
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[ACT_RUN_AIM] = ACT_RUN,
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[ACT_SMALL_FLINCH] = ACT_RANGE_ATTACK_PISTOL,
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[ACT_BIG_FLINCH] = ACT_RANGE_ATTACK_PISTOL
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},
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["melee2"] = {
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[ACT_IDLE] = ACT_IDLE_ANGRY_MELEE,
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[ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_MELEE,
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[ACT_IDLE_RELAXED] = ACT_IDLE,
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[ACT_IDLE_STIMULATED] = ACT_IDLE,
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[ACT_IDLE_AGITATED] = ACT_IDLE_ANGRY_MELEE,
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[ACT_MP_RUN] = ACT_HL2MP_RUN_SUITCASE,
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[ACT_RUN] = ACT_RUN,
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[ACT_RUN_AIM_RELAXED] = ACT_RUN,
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[ACT_RUN_AIM_STIMULATED] = ACT_RUN,
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[ACT_RUN_AIM_AGITATED] = ACT_RUN,
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[ACT_RUN_AIM] = ACT_RUN,
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[ACT_WALK] = ACT_WALK_SUITCASE,
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[ACT_MELEE_ATTACK1] = ACT_MELEE_ATTACK_SWING,
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[ACT_RANGE_ATTACK1] = ACT_MELEE_ATTACK_SWING,
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[ACT_MELEE_ATTACK2] = ACT_MELEE_ATTACK_SWING,
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[ACT_RANGE_ATTACK2] = ACT_MELEE_ATTACK_SWING,
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[ACT_SPECIAL_ATTACK1] = ACT_RANGE_ATTACK_THROW,
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[ACT_SMALL_FLINCH] = ACT_RANGE_ATTACK_PISTOL,
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[ACT_BIG_FLINCH] = ACT_RANGE_ATTACK_PISTOL
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},
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["pistol"] = {
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[ACT_IDLE] = ACT_IDLE_PISTOL,
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[ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_PISTOL,
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[ACT_IDLE_AGITATED] = ACT_IDLE_ANGRY_PISTOL,
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[ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_PISTOL,
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[ACT_RELOAD] = ACT_RELOAD_PISTOL,
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[ACT_WALK] = ACT_WALK_PISTOL,
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[ACT_WALK_AIM] = ACT_WALK_AIM_PISTOL,
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[ACT_RUN] = ACT_RUN_PISTOL,
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[ACT_RUN_AIM] = ACT_RUN_AIM_PISTOL,
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[ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_PISTOL,
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[ACT_GESTURE_RANGE_ATTACK1] = ACT_GESTURE_RANGE_ATTACK_PISTOL,
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[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW,
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[ACT_RANGE_ATTACK1_LOW] = ACT_RANGE_ATTACK_PISTOL_LOW,
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[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW,
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[ACT_RANGE_AIM_LOW] = ACT_RANGE_AIM_PISTOL_LOW,
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[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL
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},
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["ar2"] = {
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[ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_AR2,
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[ACT_RELOAD] = ACT_RELOAD_SMG1,
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[ACT_IDLE] = ACT_IDLE_SMG1,
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[ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_SMG1,
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[ACT_WALK] = ACT_WALK_RIFLE,
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[ACT_IDLE_RELAXED] = ACT_IDLE_SMG1_RELAXED,
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[ACT_IDLE_STIMULATED] = ACT_IDLE_SMG1_STIMULATED,
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[ACT_IDLE_AGITATED] = ACT_IDLE_ANGRY_SMG1,
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[ACT_WALK_RELAXED] = ACT_WALK_RIFLE_RELAXED,
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[ACT_WALK_STIMULATED] = ACT_WALK_RIFLE_STIMULATED,
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[ACT_WALK_AGITATED] = ACT_WALK_AIM_RIFLE,
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[ACT_RUN_RELAXED] = ACT_RUN_RIFLE_RELAXED,
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[ACT_RUN_STIMULATED] = ACT_RUN_RIFLE_STIMULATED,
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[ACT_RUN_AGITATED] = ACT_RUN_AIM_RIFLE,
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[ACT_IDLE_AIM_RELAXED] = ACT_IDLE_SMG1_RELAXED,
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[ACT_IDLE_AIM_STIMULATED] = ACT_IDLE_AIM_RIFLE_STIMULATED,
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[ACT_IDLE_AIM_AGITATED] = ACT_IDLE_ANGRY_SMG1,
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[ACT_WALK_AIM_RELAXED] = ACT_WALK_RIFLE_RELAXED,
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[ACT_WALK_AIM_STIMULATED] = ACT_WALK_AIM_RIFLE_STIMULATED,
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[ACT_WALK_AIM_AGITATED] = ACT_WALK_AIM_RIFLE,
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[ACT_RUN_AIM_RELAXED] = ACT_RUN_RIFLE_RELAXED,
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[ACT_RUN_AIM_STIMULATED] = ACT_RUN_AIM_RIFLE_STIMULATED,
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[ACT_RUN_AIM_AGITATED] = ACT_RUN_AIM_RIFLE,
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[ACT_WALK_AIM] = ACT_WALK_AIM_RIFLE,
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[ACT_WALK_CROUCH] = ACT_WALK_CROUCH_RIFLE,
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[ACT_WALK_CROUCH_AIM] = ACT_WALK_CROUCH_AIM_RIFLE,
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[ACT_RUN] = ACT_RUN_RIFLE,
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[ACT_RUN_AIM] = ACT_RUN_AIM_RIFLE,
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[ACT_RUN_CROUCH] = ACT_RUN_CROUCH_RIFLE,
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[ACT_RUN_CROUCH_AIM] = ACT_RUN_CROUCH_AIM_RIFLE,
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[ACT_GESTURE_RANGE_ATTACK1] = ACT_GESTURE_RANGE_ATTACK_AR2,
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[ACT_COVER_LOW] = ACT_COVER_SMG1_LOW,
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[ACT_RANGE_AIM_LOW] = ACT_RANGE_AIM_AR2_LOW,
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[ACT_RANGE_ATTACK1_LOW] = ACT_RANGE_ATTACK_SMG1_LOW,
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[ACT_RELOAD_LOW] = ACT_RELOAD_SMG1_LOW,
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[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_SMG1
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},
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["smg"] = {
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[ACT_IDLE] = ACT_IDLE_SMG1,
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[ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_SMG1,
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[ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_SMG1,
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[ACT_RELOAD] = ACT_RELOAD_SMG1,
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[ACT_WALK_AIM] = ACT_WALK_AIM_RIFLE,
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[ACT_RUN_AIM] = ACT_RUN_AIM_RIFLE,
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[ACT_GESTURE_RANGE_ATTACK1] = ACT_GESTURE_RANGE_ATTACK_SMG1,
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[ACT_RELOAD_LOW] = ACT_RELOAD_SMG1_LOW,
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[ACT_RANGE_ATTACK1_LOW] = ACT_RANGE_ATTACK_SMG1_LOW,
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[ACT_COVER_LOW] = ACT_COVER_SMG1_LOW,
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[ACT_RANGE_AIM_LOW] = ACT_RANGE_AIM_SMG1_LOW,
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[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_SMG1
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}
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}
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function SWEP:SetupWeaponHoldTypeForAI(t)
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local usedT = HoldTypeTable[t or "ar2"] or HoldTypeTable["ar2"]
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self.ActivityTranslateAI = table.Copy(usedT)
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end
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function SWEP:TranslateActivity(act)
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if (self:GetOwner():IsNPC()) then
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if (self.ActivityTranslateAI[act]) then return self.ActivityTranslateAI[act] end
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return -1
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end
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if (self.ActivityTranslate[act] ~= nil) then return self.ActivityTranslate[act] end
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return -1
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end
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function SWEP:GetCapabilities()
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local ht = self.DefaultHoldType or self.HoldType or "pistol"
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if ht == "melee" or ht == "melee2" or ht == "knife" or self.IsKnife then
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return CAP_WEAPON_MELEE_ATTACK1
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else
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return bit.bor(CAP_WEAPON_RANGE_ATTACK1, CAP_INNATE_RANGE_ATTACK1)
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end
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end
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