mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 05:43:46 +03:00
396 lines
10 KiB
Lua
396 lines
10 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 - Modern Weaponry" -- edit this if you like
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SWEP.AdminOnly = false
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SWEP.PrintName = "T-5000"
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SWEP.Trivia_Class = "Bolt-Action Sniper"
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SWEP.Trivia_Desc = "High-accuracy ORSIS T-5000 rifle is an outstanding result of our company designers' efforts. This model was created in cooperation with professional shooters and has the properties required for a customer in the Russian market. T-5000 model is a hand-reloaded repeater with sliding breech bolt and two front locking lugs. It is a multi-purpose weapon. Its specifications provide high-accuracy long-range shots (up to 1500m), high level of shooter's convenience while preparatory, firing and recoil phases, swift sighting line recovery, excellent reliability and ergonomics."
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SWEP.Trivia_Manufacturer = "ORSIS"
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SWEP.Trivia_Calibre = "7.62x51mm NATO"
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SWEP.Trivia_Mechanism = "bolt-Action"
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SWEP.Trivia_Country = "Russia"
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SWEP.Trivia_Year = 2011
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SWEP.Slot = 3
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/arc_eft_t5000/eft_t5000/models/c_eft_t5000.mdl"
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SWEP.WorldModel = "models/weapons/w_snip_scout.mdl"
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SWEP.MirrorVMWM = true
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SWEP.WorldModelOffset = {
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pos = Vector(-9, 5.5, -8.5),
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ang = Angle(0, 0, 180),
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bone = "ValveBiped.Bip01_R_Hand",
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scale = 1
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}
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SWEP.ViewModelFOV = 70
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SWEP.DefaultBodygroups = "0000000000"
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SWEP.Damage = 70
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SWEP.DamageMin = 70 -- damage done at maximum range
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SWEP.Range = 150 -- 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 = 826 -- projectile or phys bullet muzzle velocity
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SWEP.ChamberSize = 1 -- how many rounds can be chambered.
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SWEP.Primary.ClipSize = 5 -- DefaultClip is automatically set.
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SWEP.ExtendedClipSize = 10
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SWEP.Recoil = 6
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SWEP.RecoilSide = 1.5
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SWEP.RecoilRise = 4
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SWEP.VisualRecoilMult = 1
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SWEP.Delay = 60 / 45-- 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 = {
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"weapon_ar2",
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"weapon_crossbow",
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}
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SWEP.NPCWeight = 100
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SWEP.AccuracyMOA = 1 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
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SWEP.HipDispersion = 650 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 200
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SWEP.Primary.Ammo = "ar2" -- what ammo type the gun uses
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SWEP.MagID = "T5000" -- the magazine pool this gun draws from
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SWEP.ShootVol = 115 -- volume of shoot sound
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SWEP.ShootSound = "weapons/arccw_eft_t5000/sv98_fire_close.wav"
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SWEP.ShootSoundSilenced = "weapons/arccw_eft_t5000/rsass_indoor_close_silenced1.wav"
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SWEP.DistantShootSound = "weapons/arccw_eft_t5000/sv98_fire_far.wav"
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SWEP.MuzzleEffect = "muzzleflash_4"
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SWEP.ShellModel = "models/shells/shell_556.mdl"
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SWEP.ShellPitch = 90
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SWEP.ShellScale = 1.5
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SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on
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SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on
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SWEP.ProceduralViewBobAttachment = 1
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SWEP.CamAttachment = 3
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SWEP.SpeedMult = 0.9
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SWEP.SightedSpeedMult = 0.6
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SWEP.SightTime = 0.24
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SWEP.BulletBones = { -- the bone that represents bullets in gun/mag
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[0] = "patron_in_weapon",
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[1] = "patron_001",
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[2] = "patron_002",
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[3] = "patron_003"
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}
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SWEP.ProceduralRegularFire = false
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SWEP.ProceduralIronFire = false
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SWEP.ShotgunReload = false
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SWEP.ManualAction = true -- pump/bolt action
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SWEP.NoLastCycle = true -- do not cycle on last shot
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SWEP.CaseBones = {
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}
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SWEP.IronSightStruct = {
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Pos = Vector(-3.6, -3, 2.75),
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Ang = Angle(0.1, -0.05, 0),
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Magnification = 1.25,
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CrosshairInSights = false,
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SwitchToSound = "", -- sound that plays when switching to this sight
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}
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SWEP.HoldtypeHolstered = "passive"
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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.SprintPos = Vector(5, -2, -2)
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SWEP.SprintAng = Angle(0, 30, 0)
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SWEP.CustomizePos = Vector(0, 0, 0)
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SWEP.CustomizeAng = Angle(0, 0, 0)
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SWEP.HolsterPos = Vector(3, 0, 0)
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SWEP.HolsterAng = Angle(-7.036, 30.016, 0)
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SWEP.BarrelOffsetSighted = Vector(0, 0, 0)
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SWEP.BarrelOffsetHip = Vector(0, 0, 0)
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SWEP.BarrelLength = 30
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SWEP.ExtraSightDist = 5
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SWEP.AttachmentElements = {
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["Muzzle"] = {
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VMBodygroups = {{ind = 3, bg = 1}},
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},
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}
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SWEP.Attachments = {
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{
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PrintName = "Optic", -- print name
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DefaultAttName = "Iron Sights",
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Slot = {"eft_optic_large", "eft_optic_medium", "eft_optic_small"}, -- what kind of attachments can fit here, can be string or table
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Bone = "weapon", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vang = Angle(90, -90, -90),
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},
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CorrectivePos = Vector(0, 0, 0),
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CorrectiveAng = Angle(0, 180, 180),
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SlideAmount = { -- how far this attachment can slide in both directions.
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-- overrides Offset
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vmin = Vector(0, 18.5, 0.75),
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vmax = Vector(0, 20, 0.75),
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},
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},
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{
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PrintName = "Muzzle Device", -- print name
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DefaultAttName = "Standard Muzzle Device",
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DefaultAttIcon = Material("vgui/entities/eft_t5000/muzzle_t5000_icon.png"),
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Slot = "eft_muzzle_762x51", -- what kind of attachments can fit here, can be string or table
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Bone = "weapon", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(0, 47.5, -0.25),
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vang = Angle(0, -90, 0),
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},
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InstalledEles = {"Muzzle"},
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},
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{
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PrintName = "Tactical - Right",
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Slot = "eft_tactical",
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Bone = "weapon",
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Offset = {
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vpos = Vector(-1.45, 33, -0.45), -- offset that the attachment will be relative to the bone
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vang = Angle(0, -90, -90),
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},
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},
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{
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PrintName = "Tactical - Left",
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Slot = "eft_tactical",
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Bone = "weapon",
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Offset = {
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vpos = Vector(1.45, 33, -0.45), -- offset that the attachment will be relative to the bone
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vang = Angle(0, -90, 90),
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},
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},
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{
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PrintName = "Tactical - Top",
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Slot = "eft_tactical_big",
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Bone = "weapon",
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Offset = {
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vpos = Vector(0, 33, 1), -- offset that the attachment will be relative to the bone
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vang = Angle(0, -90, 180),
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},
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},
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{
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PrintName = "Tactical - Bottom",
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Slot = "eft_tactical",
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Bone = "weapon",
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Offset = {
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vpos = Vector(0, 31.8, -1.85), -- offset that the attachment will be relative to the bone
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vang = Angle(0, -90, 0),
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},
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},
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{
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PrintName = "Caliber",
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DefaultAttName = "7.62x51mm M80",
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DefaultAttIcon = Material("vgui/entities/eft_attachments/762x51_icon.png"),
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Slot = "ammo_eft_762x51"
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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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LHIK = true,
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LHIKIn = 0.25,
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LHIKOut = 0.25,
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},
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["holster"] = {
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Source = "holster",
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LHIK = true,
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LHIKIn = 0.25,
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LHIKOut = 0.25,
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},
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["ready"] = {
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Source = {"ready_1", "ready_2", "ready_3"},
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LHIK = false,
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LHIKIn = 0.25,
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LHIKOut = 0.25,
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SoundTable = {
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{
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s = "weapons/arccw_eft_t5000/t5000_bolt_1.wav",
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t = 0.9
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},
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{
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s = "weapons/arccw_eft_t5000/t5000_bolt_2.wav",
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t = 1
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},
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{
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s = "weapons/arccw_eft_t5000/t5000_bolt_3.wav",
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t = 1.1
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},
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{
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s = "weapons/arccw_eft_t5000/t5000_bolt_4.wav",
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t = 1.2
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}
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}
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},
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["fire"] = {
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Source = {"fire"},
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},
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["cycle"] = {
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Source = {"chamber_1", "chamber_2", "chamber_3"},
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ShellEjectAt = 20 / 30,
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SoundTable = {
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{
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s = "weapons/arccw_eft_t5000/t5000_bolt_1.wav",
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t = 0.4
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},
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{
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s = "weapons/arccw_eft_t5000/t5000_bolt_2.wav",
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t = 0.5
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},
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{
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s = "weapons/arccw_eft_t5000/t5000_bolt_3.wav",
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t = 0.6
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},
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{
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s = "weapons/arccw_eft_t5000/t5000_bolt_4.wav",
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t = 0.7
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}
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}
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},
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["fire_iron"] = {
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Source = {"fire"},
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},
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["cycle_ads"] = {
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Source = {"chamber_1", "chamber_2", "chamber_3"},
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ShellEjectAt = 20 / 30,
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SoundTable = {
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{
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s = "weapons/arccw_eft_t5000/t5000_bolt_1.wav",
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t = 0.4
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},
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{
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s = "weapons/arccw_eft_t5000/t5000_bolt_2.wav",
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t = 0.5
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},
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{
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s = "weapons/arccw_eft_t5000/t5000_bolt_3.wav",
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t = 0.6
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},
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{
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s = "weapons/arccw_eft_t5000/t5000_bolt_4.wav",
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t = 0.7
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}
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}
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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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LHIK = true,
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LHIKIn = 0.2,
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LHIKOut = 0.2,
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SoundTable = {
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{
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s = "weapons/arccw_eft_t5000/t5000_magbutton.wav",
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t = 0.6
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},
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{
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s = "weapons/arccw_eft_t5000/t5000_mag_out.wav",
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t = 0.75
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},
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{
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s = "weapons/arccw_eft_t5000/t5000_mag_in.wav",
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t = 2.8
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}
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},
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},
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["reload_empty"] = {
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Source = "reload_empty",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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Framerate = 30,
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LHIK = true,
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LHIKIn = 0.2,
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LHIKOut = 0.2,
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SoundTable = {
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{
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s = "weapons/arccw_eft_t5000/t5000_mag_out.wav",
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t = 0.7
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},
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{
|
||
|
|
s = "weapons/arccw_eft_t5000/t5000_mag_in.wav",
|
||
|
|
t = 2.3
|
||
|
|
},
|
||
|
|
{
|
||
|
|
s = "weapons/arccw_eft_t5000/t5000_bolt_1.wav",
|
||
|
|
t = 3.5
|
||
|
|
},
|
||
|
|
{
|
||
|
|
s = "weapons/arccw_eft_t5000/t5000_bolt_2.wav",
|
||
|
|
t = 3.6
|
||
|
|
},
|
||
|
|
{
|
||
|
|
s = "weapons/arccw_eft_t5000/t5000_bolt_3.wav",
|
||
|
|
t = 3.7
|
||
|
|
},
|
||
|
|
{
|
||
|
|
s = "weapons/arccw_eft_t5000/t5000_bolt_4.wav",
|
||
|
|
t = 3.8
|
||
|
|
}
|
||
|
|
},
|
||
|
|
},
|
||
|
|
["enter_inspect"] = {
|
||
|
|
Source = "inventory_begin",
|
||
|
|
LHIK = true,
|
||
|
|
LHIKIn = 1,
|
||
|
|
LHIKOut = 0,
|
||
|
|
},
|
||
|
|
["idle_inspect"] = {
|
||
|
|
Source = "inventory_idle",
|
||
|
|
LHIK = true,
|
||
|
|
LHIKIn = 0,
|
||
|
|
LHIKOut = 0,
|
||
|
|
},
|
||
|
|
["exit_inspect"] = {
|
||
|
|
Source = "inventory_end",
|
||
|
|
LHIK = true,
|
||
|
|
LHIKIn = 0,
|
||
|
|
LHIKOut = 0.3,
|
||
|
|
},
|
||
|
|
}
|