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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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|
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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|
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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 = "Duplet"
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SWEP.Trivia_Class = "Shotgun"
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SWEP.Trivia_Desc = "The 12-gauge shotgun is one of the best close combat weapons ever. A blast from both of its barrels can kill almost any mutant on the spot."
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SWEP.Trivia_Manufacturer = "Unknown"
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SWEP.Trivia_Calibre = "12 Gauge"
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SWEP.Trivia_Mechanism = "Break-Action"
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SWEP.Slot = 3
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/c_duplet.mdl"
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SWEP.WorldModel = "models/weapons/c_duplet.mdl"
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SWEP.ViewModelFOV = 60
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SWEP.Damage = 7
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SWEP.DamageMin = 7 -- damage done at maximum range
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SWEP.Range = 50 -- in METRES
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SWEP.Penetration = 6
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SWEP.DamageType = DMG_BUCKSHOT
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SWEP.ShootEntity = nil -- entity to fire, if any
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SWEP.MuzzleVelocity = 1100 -- projectile or phys bullet muzzle velocity
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-- IN M/S
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SWEP.ChamberSize = 0 -- how many rounds can be chambered.
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SWEP.Primary.ClipSize = 2 -- DefaultClip is automatically set.
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SWEP.ExtendedClipSize = 2
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SWEP.ReducedClipSize = 1
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SWEP.Recoil = 2.5
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SWEP.RecoilSide = 1
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SWEP.MaxRecoilBlowback = 2
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SWEP.AccuracyMOA = 45 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
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SWEP.HipDispersion = 600 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 150
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SWEP.Delay = 60 / 600 -- 60 / RPM.
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SWEP.Num = 8 -- number of shots per trigger pull.
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SWEP.Firemodes = {
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{
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PrintName = "SNGL",
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Mode = 1,
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},
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{
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PrintName = "BOTH",
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Mode = -2,
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RunawayBurst = true,
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Override_ShotRecoilTable = {
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[1] = 0.25
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}
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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_annabelle", "weapon_shotgun"}
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SWEP.NPCWeight = 100
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SWEP.Primary.Ammo = "buckshot" -- what ammo type the gun uses
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SWEP.ShootVol = 120 -- volume of shoot sound
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SWEP.ShootPitch = 100 -- pitch of shoot sound
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SWEP.FirstShootSound = "Duplet/Shoot.wav"
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SWEP.ShootSound = "Duplet/Shoot1.wav"
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SWEP.DistantShootSound = "Duplet/Shoot.wav"
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SWEP.MuzzleEffect = "muzzleflash_shotgun"
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SWEP.ShellModel = "models/shells/shell_12gauge.mdl"
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SWEP.ShellPitch = 100
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SWEP.ShellSounds = ArcCW.ShotgunShellSoundsTable
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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.SpeedMult = 0.94
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SWEP.SightedSpeedMult = 0.5
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SWEP.SightTime = 0.30
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SWEP.ProceduralRegularFire = false
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SWEP.ProceduralIronFire = false
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SWEP.CaseBones = {}
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SWEP.RevolverReload = true
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SWEP.BulletBones = {
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[1] = "Buckshot1",
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[2] = "Buckshot2"
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}
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SWEP.CaseBones = {
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[1] = "Buckshot1",
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[2] = "Buckshot2"
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}
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SWEP.HoldtypeHolstered = "passive"
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SWEP.HoldtypeActive = "shotgun"
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SWEP.HoldtypeSights = "ar2"
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SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN
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SWEP.ActivePos = Vector(1, 12, -2)
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SWEP.ActiveAng = Angle(0, 0, 0)
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SWEP.CrouchPos = Vector(-3, 3, 0)
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SWEP.CrouchAng = Angle(0, 0, -10)
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SWEP.HolsterPos = Vector(3.5, 2, 0)
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SWEP.HolsterAng = Angle(-7.036, 30.016, 0)
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SWEP.WorldModelOffset = {
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pos = Vector(-5, 7.5, -4),
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ang = Angle(-15, 0, -180)
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}
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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.AttachmentElements = {
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["lastlightd"] = {
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VMSkin = 1,
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WMSkin = 1,
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},
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}
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SWEP.ShootVol = 130 -- volume of shoot sound
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SWEP.SpeedMult = 0.97
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SWEP.SightedSpeedMult = 0.80
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SWEP.SightTime = 0.225
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SWEP.BarrelLength = 24
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SWEP.IronSightStruct = {
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Pos = Vector(-7.591, -4.824, 2),
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Ang = Angle(-0.704, -3, 0),
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Magnification = 1.1,
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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 = "shotgun"
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SWEP.HoldtypeSights = "ar2"
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SWEP.ExtraSightDist = 5
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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 = {"optic_lp", "optic"}, -- what kind of attachments can fit here, can be string or table
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Bone = "Optic", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(0, 0.2, 2), -- 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(13.762, 0.5, -6.102),
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wang = Angle(-15, 0, 180)
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},
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},
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{
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PrintName = "Choke",
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DefaultAttName = "Standard Choke",
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Slot = "choke",
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},
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{
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PrintName = "Underbarrel",
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Slot = {"foregrip", "style_pistol"},
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Bone = "Optic",
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Offset = {
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vpos = Vector(0, 3.635, 3.635),
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vang = Angle(90, 0, -90),
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wpos = Vector(14.329, 0.8, -4.453),
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wang = Angle(-15, 0, 180)
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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 = "Optic",
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Offset = {
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vpos = Vector(-1.5, 0.8, 3.6), -- offset that the attachment will be relative to the bone
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vang = Angle(92, 0, 180),
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wpos = Vector(20, -0.6, -7.5),
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wang = Angle(-15, -3, 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_shotgun"
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},
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{
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PrintName = "Perk",
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Slot = "perk",
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DefaultAttName = "None"
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},
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{
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PrintName = "Skin",
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Slot = {"metro_skind"},
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DefaultAttName = "Metro 2033",
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FreeSlot = true
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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 = "Optic", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(0.42, 2.3, 7.8), -- 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(18, 1.3, -5.7),
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wang = Angle(-15, 0, 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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Time = 1
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},
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["draw"] = {
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Source = "draw",
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Time = 0.5,
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0.25,
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SoundTable = {{s = "weapons/arccw/nova/nova_draw.wav", t = 0}},
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},
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["ready"] = {
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Source = "ready",
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Time = 3,
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0.25,
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SoundTable = {{s = "weapons/arccw/nova/nova_draw.wav", t = 0}},
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},
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["fire"] = {
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Source = "shoot",
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Time = 0.4,
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},
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["fire_iron"] = {
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Source = "shoot_iron",
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Time = 0.4,
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},
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["reload"] = {
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Source = "reload_part",
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Time = 2.15,
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN,
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Checkpoints = {28, 64, 102},
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.3,
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LHIKOut = 0.3,
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LastClip1OutTime = 0.4,
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},
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["reload_empty"] = {
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Source = "reload",
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Time = 2.6,
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN,
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Checkpoints = {28, 64, 102},
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.3,
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LHIKOut = 0.3,
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LastClip1OutTime = 0.4,
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},
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}
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sound.Add({
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name = "Weapon_Duplet.Lever",
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channel = 16,
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volume = 1.0,
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sound = "Duplet/Lever.wav"
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})
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sound.Add({
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name = "Weapon_Duplet.Load",
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channel = 16,
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volume = 1.0,
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sound = "Duplet/Load.wav"
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})
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sound.Add({
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name = "Weapon_Duplet.In",
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channel = 16,
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volume = 1.0,
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sound = "Duplet/In.wav"
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})
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sound.Add({
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name = "Weapon_Duplet.Out",
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channel = 16,
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volume = 1.0,
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sound = "Duplet/Out.wav"
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})
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