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327
addons/tfa_base/lua/tfa/modules/tfa_small_entities.lua
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327
addons/tfa_base/lua/tfa/modules/tfa_small_entities.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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|
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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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-- 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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-- This file contain aliases/slight modifications which do not deserve their own Lua file
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weapons.Register({
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Base = "tfa_nade_base",
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AllowUnderhanded = true,
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}, "tfa_cssnade_base")
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weapons.Register({
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Base = "tfa_gun_base",
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Shotgun = true,
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}, "tfa_shotty_base")
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weapons.Register({
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Base = "tfa_gun_base",
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}, "tfa_akimbo_base")
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if SERVER then
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AddCSLuaFile("tfa/3dscoped_base.lua")
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end
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local SWEP_ = include("tfa/3dscoped_base.lua")
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local SWEP = table.Copy(SWEP_)
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SWEP.Secondary = {}
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SWEP.Secondary.ScopeZoom = 1
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SWEP.Secondary.UseACOG = false
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SWEP.Secondary.UseMilDot = false
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SWEP.Secondary.UseSVD = false
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SWEP.Secondary.UseParabolic = false
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SWEP.Secondary.UseElcan = false
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SWEP.Secondary.UseGreenDuplex = false
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SWEP.RTScopeFOV = 6
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SWEP.RTScopeAttachment = 3 --Anchor the scope shadow to this
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SWEP.Scoped = false
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SWEP.BoltAction = false
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SWEP.ScopeLegacyOrientation = false --used to align with eyeangles instead of vm angles
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SWEP.ScopeAngleTransforms = {}
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--{"P",1} --Pitch, 1
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--{"Y",1} --Yaw, 1
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--{"R",1} --Roll, 1
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SWEP.ScopeOverlayTransforms = {0, 0}
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SWEP.ScopeOverlayTransformMultiplier = 0.8
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SWEP.RTMaterialOverride = 1
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SWEP.IronSightsSensitivity = 1
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SWEP.ScopeShadow = nil
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SWEP.ScopeReticule = nil
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SWEP.ScopeDirt = nil
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SWEP.ScopeReticule_CrossCol = false
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SWEP.ScopeReticule_Scale = {1, 1}
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--[[End of Tweakable Parameters]]--
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SWEP.Scoped_3D = true
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SWEP.BoltAction_3D = false
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SWEP.Base = "tfa_bash_base"
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weapons.Register(SWEP, "tfa_3dbash_base")
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SWEP = table.Copy(SWEP_)
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SWEP.Secondary = {}
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SWEP.Secondary.ScopeZoom = 0
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SWEP.Secondary.UseACOG = false
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SWEP.Secondary.UseMilDot = false
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SWEP.Secondary.UseSVD = false
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SWEP.Secondary.UseParabolic = false
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SWEP.Secondary.UseElcan = false
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SWEP.Secondary.UseGreenDuplex = false
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SWEP.RTScopeFOV = 6
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SWEP.RTScopeAttachment = 3
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SWEP.Scoped = false
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SWEP.BoltAction = false
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SWEP.ScopeLegacyOrientation = false --used to align with eyeangles instead of vm angles
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SWEP.ScopeAngleTransforms = {}
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--{"P",1} --Pitch, 1
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--{"Y",1} --Yaw, 1
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--{"R",1} --Roll, 1
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SWEP.ScopeOverlayTransforms = {0, 0}
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SWEP.ScopeOverlayTransformMultiplier = 0.8
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SWEP.RTMaterialOverride = 1
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SWEP.IronSightsSensitivity = 1
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SWEP.ScopeShadow = nil
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SWEP.ScopeReticule = nil
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SWEP.ScopeDirt = nil
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SWEP.ScopeReticule_CrossCol = false
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SWEP.ScopeReticule_Scale = {1, 1}
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--[[End of Tweakable Parameters]]--
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SWEP.Scoped_3D = true
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SWEP.BoltAction_3D = false
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SWEP.Base = "tfa_gun_base"
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weapons.Register(SWEP, "tfa_3dscoped_base")
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weapons.Register({
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Base = "tfa_gun_base",
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Secondary = {
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ScopeZoom = 0,
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UseACOG = false,
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UseMilDot = false,
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UseSVD = false,
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UseParabolic = false,
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UseElcan = false,
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UseGreenDuplex = false,
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},
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Scoped = true,
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BoltAction = false,
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}, "tfa_scoped_base")
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local ammo = {
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["357"] = {
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Type = "anim",
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Base = "tfa_ammo_base",
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PrintName = "357",
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Category = "TFA Ammunition",
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Spawnable = true,
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AdminSpawnable = true,
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Class = "",
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MyModel = "models/Items/357ammo.mdl",
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AmmoCount = 25,
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AmmoType = "357",
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DrawText = true,
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TextColor = Color(225, 225, 225, 255),
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TextPosition = Vector(5, 0, 7.5),
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TextAngles = Vector(42, 90, 0),
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ShouldDrawShadow = true,
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ImpactSound = "Default.ImpactSoft",
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Damage = 50,
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},
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ar2 = {
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Type = "anim",
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Base = "tfa_ammo_base",
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PrintName = "Assault Ammo",
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Category = "TFA Ammunition",
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Spawnable = true,
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AdminSpawnable = true,
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Class = "",
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MyModel = "models/Items/BoxMRounds.mdl",
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AmmoCount = 100,
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AmmoType = "ar2",
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DrawText = true,
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TextColor = Color(5, 5, 5, 255),
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TextPosition = Vector(2, 1.5, 13.4),
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TextAngles = Vector(90, 90, 90),
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ShouldDrawShadow = true,
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ImpactSound = "Default.ImpactSoft",
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Damage = 35,
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Text = "Assault Ammo",
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},
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buckshot = {
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Type = "anim",
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Base = "tfa_ammo_base",
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PrintName = "Buckshot",
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Category = "TFA Ammunition",
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Spawnable = true,
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AdminSpawnable = true,
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Class = "",
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MyModel = "models/Items/BoxBuckshot.mdl",
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AmmoCount = 20,
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AmmoType = "buckshot",
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DrawText = true,
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TextColor = Color(225, 225, 225, 255),
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TextPosition = Vector(2, 3.54, 3),
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TextAngles = Vector(0, 90, 90),
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ShouldDrawShadow = true,
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ImpactSound = "Default.ImpactSoft",
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Damage = 40,
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Text = "Buckshot",
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},
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pistol = {
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Type = "anim",
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Base = "tfa_ammo_base",
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PrintName = "Pistol Rounds",
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Category = "TFA Ammunition",
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Spawnable = true,
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AdminSpawnable = true,
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Class = "",
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MyModel = "models/Items/BoxSRounds.mdl",
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AmmoCount = 100,
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AmmoType = "pistol",
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DrawText = true,
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TextColor = Color(255, 255, 255, 255),
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TextPosition = Vector(2, 1.5, 11.6),
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TextAngles = Vector(90, 90, 90),
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ShouldDrawShadow = true,
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ImpactSound = "Default.ImpactSoft",
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Damage = 40,
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Text = "Pistol Rounds",
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},
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smg = {
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Type = "anim",
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Base = "tfa_ammo_base",
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PrintName = "SMG Rounds",
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Category = "TFA Ammunition",
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Spawnable = true,
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AdminSpawnable = true,
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Class = "",
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MyModel = "models/Items/BoxSRounds.mdl",
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AmmoCount = 100,
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AmmoType = "smg1",
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DrawText = true,
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TextColor = Color(255, 255, 255, 255),
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TextPosition = Vector(2, 1.5, 11.6),
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TextAngles = Vector(90, 90, 90),
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ShouldDrawShadow = true,
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ImpactSound = "Default.ImpactSoft",
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Damage = 20,
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Text = "SMG Rounds",
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},
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smg1_grenade = {
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Type = "anim",
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Base = "tfa_ammo_base",
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PrintName = "SMG Grenade",
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Category = "TFA Ammunition",
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Spawnable = true,
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AdminSpawnable = true,
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MyModel = "models/items/tfa/ar2_grenade.mdl",
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AmmoType = "SMG1_Grenade",
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AmmoCount = 1,
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DamageThreshold = 15,
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},
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smg1_grenade_large = {
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Type = "anim",
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Base = "tfa_ammo_base",
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PrintName = "SMG Grenades",
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Category = "TFA Ammunition",
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Spawnable = true,
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AdminSpawnable = true,
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MyModel = "models/items/tfa/boxar2grenades.mdl",
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AmmoType = "SMG1_Grenade",
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AmmoCount = 5,
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DamageThreshold = 55,
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},
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sniper_rounds = {
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Type = "anim",
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Base = "tfa_ammo_base",
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PrintName = "Sniper Ammo",
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Category = "TFA Ammunition",
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Spawnable = true,
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AdminSpawnable = true,
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Class = "",
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MyModel = "models/Items/sniper_round_box.mdl",
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AmmoCount = 30,
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AmmoType = "SniperPenetratedRound",
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DrawText = true,
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TextColor = Color(185, 25, 25, 255),
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TextPosition = Vector(1, -1.45, 2.1),
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TextAngles = Vector(90, 0, 0),
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ShouldDrawShadow = true,
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ImpactSound = "Default.ImpactSoft",
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Damage = 80,
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Text = "Sniper Rounds",
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TextScale = 0.5,
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},
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winchester = {
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Type = "anim",
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Base = "tfa_ammo_base",
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PrintName = "Winchester Ammo",
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Category = "TFA Ammunition",
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Spawnable = true,
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AdminSpawnable = true,
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Class = "",
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MyModel = "models/Items/sniper_round_box.mdl",
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AmmoCount = 50,
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AmmoType = "AirboatGun",
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DrawText = true,
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TextColor = Color(185, 25, 25, 255),
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TextPosition = Vector(1, -1.45, 1.5),
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TextAngles = Vector(90, 0, 0),
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ShouldDrawShadow = true,
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ImpactSound = "Default.ImpactSoft",
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Damage = 30,
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Text = ".308",
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}
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}
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for ammoclass, ENT in pairs(ammo) do
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scripted_ents.Register(ENT, "tfa_ammo_" .. ammoclass)
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end
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