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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 - Overwatch Weapons" -- edit this if you like
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SWEP.AdminOnly = false
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SWEP.PrintName = "Heavy Shotgun"
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SWEP.TrueName = "Heavy Shotgun"
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SWEP.Trivia_Class = "Semi-Auto"
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SWEP.Trivia_Desc = "The Heavy Shotgun does a great job at destroying targets at close range. When it comes to certain situations"
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SWEP.Trivia_Manufacturer = "Overwatch"
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SWEP.Trivia_Calibre = "6 Gauge"
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SWEP.Trivia_Mechanism = "Gas-Operated"
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SWEP.Trivia_Country = "Bulgaria"
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SWEP.Trivia_Year = 2015
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SWEP.Slot = 2
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if GetConVar("arccw_truenames"):GetBool() then
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SWEP.PrintName = SWEP.TrueName
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SWEP.Trivia_Manufacturer = "Overwatch"
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end
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/c_heavyshotgun.mdl"
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SWEP.WorldModel = "models/weapons/w_heavyshotgun.mdl"
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SWEP.ViewModelFOV = 60
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SWEP.DefaultBodygroups = "0000000"
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SWEP.Damage = 11
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SWEP.DamageMin = 11 -- damage done at maximum range
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SWEP.Range = 90 -- in METRES
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SWEP.Penetration = 1
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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 = 150 -- projectile or phys bullet muzzle velocity
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SWEP.TracerNum = 1 -- tracer every X
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SWEP.TracerCol = Color(255, 25, 25)
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SWEP.TracerWidth = 6
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SWEP.ChamberSize = 1 -- how many rounds can be chambered.
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SWEP.Primary.ClipSize = 12 -- DefaultClip is automatically set.
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SWEP.ExtendedClipSize = 20
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SWEP.ReducedClipSize = 5
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SWEP.Recoil = 2.5
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SWEP.RecoilSide = 0.5
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SWEP.RecoilRise = 1
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SWEP.Delay = 60 / 90 -- 60 / RPM.
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SWEP.Num = 8 -- number of shots per trigger pull.
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SWEP.RunawayBurst = false
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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.NotForNPCS = true
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SWEP.NPCWeaponType = {"weapon_shotgun"}
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SWEP.NPCWeight = 150
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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 = 250 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 500
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SWEP.ShootWhileSprint = false
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SWEP.Primary.Ammo = "buckshot" -- what ammo type the gun uses
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SWEP.MagID = "HShotgun" -- the magazine pool this gun draws from
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SWEP.ShootVol = 200 -- volume of shoot sound
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SWEP.ShootPitch = 90 -- pitch of shoot sound
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SWEP.ShootSound = "shotgun_dbl_fire.wav"
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SWEP.ShootSoundSilenced = "weapons/arccw/m4a1/m4a1_silencer_01.wav"
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SWEP.DistantShootSound = "weapons/arccw/ak47/ak47-1-distant.wav"
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SWEP.MuzzleEffect = "muzzleflash_minimi"
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SWEP.ShellModel = ""
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SWEP.ShellScale = 0
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SWEP.ShellMaterial = ""
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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 = 0.75
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SWEP.SightedSpeedMult = 0.6
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SWEP.SightTime = 0.33
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SWEP.VisualRecoilMult = 1
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SWEP.RecoilRise = 1
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SWEP.BulletBones = { -- the bone that represents bullets in gun/mag
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-- [0] = "bulletchamber",
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-- [1] = "bullet1"
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}
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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.IronSightStruct = {
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Pos = Vector(-4, -4, 0),
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Ang = Angle(0, 0, 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.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
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SWEP.ActivePos = Vector(0, 0, 0)
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SWEP.ActiveAng = Angle(0, 0, 0)
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SWEP.HolsterPos = Vector(0.532, -6, 0)
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SWEP.HolsterAng = Angle(-7.036, 30.016, 0)
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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.WorldModelOffset = {
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pos = Vector(7, 1, -2),
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ang = Angle(0, 90, 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.BarrelLength = 20
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SWEP.AttachmentElements = {
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}
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SWEP.ExtraSightDist = 5
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SWEP.Attachments = {
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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 = "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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},
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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 = 1,
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LHIK = true,
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LHIKIn = 0,
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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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Time = 0.4,
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0.25,
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},
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["ready"] = {
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Source = "idle",
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Time = 1,
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0.25,
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},
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["fire"] = {
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Source = "fire1",
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Time = 0.5,
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},
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["fire_iron"] = {
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Source = "fire1",
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Time = 0.5,
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},
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["reload"] = {
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Source = "reload",
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Time = 4,
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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Framerate = 37,
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Checkpoints = {28, 38, 69},
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LHIK = true,
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LHIKIn = 0.5,
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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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Time = 4,
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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Framerate = 30,
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Checkpoints = {28, 38, 69},
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LHIK = true,
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LHIKIn = 0.5,
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LHIKOut = 0.5,
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},
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}
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local soundData = {
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name = "Weapon_Swing" ,
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channel = CHAN_WEAPON,
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volume = 0.5,
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soundlevel = 80,
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pitchstart = 100,
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pitchend = 100,
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sound = "draw_minigun_heavy.wav"
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}
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sound.Add(soundData)
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local soundData = {
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name = "Weapon_Swing2" ,
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channel = CHAN_WEAPON,
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volume = 0.5,
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soundlevel = 80,
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pitchstart = 100,
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pitchend = 100,
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sound = "draw_default.wav"
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}
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sound.Add(soundData)
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local soundData = {
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name = "Magazine.Out" ,
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channel = CHAN_WEAPON,
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volume = 0.5,
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soundlevel = 80,
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pitchstart = 100,
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pitchend = 100,
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sound = "sniper_military_slideback_1.wav"
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}
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sound.Add(soundData)
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local soundData = {
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name = "Magazine.In" ,
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channel = CHAN_WEAPON,
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volume = 0.5,
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soundlevel = 80,
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pitchstart = 100,
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pitchend = 100,
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sound = "sniper_military_slideforward_1.wav"
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}
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sound.Add(soundData)
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local soundData = {
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name = "Cock" ,
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channel = CHAN_WEAPON,
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volume = 0.5,
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soundlevel = 80,
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pitchstart = 100,
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pitchend = 100,
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sound = "shotgun_cock.wav"
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}
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sound.Add(soundData)
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