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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 = "Suppressor LMG"
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SWEP.TrueName = "Suppressor LMG"
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SWEP.Trivia_Class = "Light Machine Gun"
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SWEP.Trivia_Desc = "The Combine Suppressor uses this weapon effectively when it comes to his job title. it can deal massive damage due to it's fast firerate. However it's barrel overheating will cause it to have poor accuracy. Thus, this weapon is most effective in CQC."
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SWEP.Trivia_Manufacturer = "Overwatch"
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SWEP.Trivia_Calibre = "Big Ass Bullet"
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SWEP.Trivia_Mechanism = "Plasma Pulse Shit"
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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 = "Suppressor LMG"
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end
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/c_suppressor.mdl"
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SWEP.WorldModel = "models/weapons/w_suppressor.mdl"
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SWEP.ViewModelFOV = 55
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SWEP.DefaultBodygroups = "0000000"
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SWEP.Damage = 10
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SWEP.DamageMin = 10 -- damage done at maximum range
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SWEP.Range = 120 -- in METRES
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SWEP.Penetration = 1
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SWEP.DamageType = DMG_AIRBOAT
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SWEP.ShootEntity = nil -- entity to fire, if any
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SWEP.MuzzleVelocity = 1800 -- projectile or phys bullet muzzle velocity
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-- IN M/S
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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 = 0 -- how many rounds can be chambered.
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SWEP.Primary.ClipSize = 150 -- DefaultClip is automatically set.
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SWEP.ExtendedClipSize = 200
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SWEP.ReducedClipSize = 75
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SWEP.Recoil = 0.8
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SWEP.RecoilSide = 0.75
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SWEP.RecoilRise = 1
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SWEP.Delay = 60 / 700 -- 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 = 2
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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 = 50
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SWEP.AccuracyMOA = 50 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
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SWEP.HipDispersion = 300 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 200
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SWEP.ShootWhileSprint = false
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SWEP.Primary.Ammo = "ar2" -- what ammo type the gun uses
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SWEP.MagID = "Pulse LMG" -- the magazine pool this gun draws from
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SWEP.ShootVol = 120 -- volume of shoot sound
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SWEP.ShootPitch = 90 -- pitch of shoot sound
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SWEP.ShootSound = "fire2.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, 3, 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.BarrelLength = 34
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SWEP.AttachmentElements = {
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["extendedmag"] = {
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VMBodygroups = {{ind = 1, bg = 1}},
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WMBodygroups = {{ind = 1, bg = 1}},
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},
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["reducedmag"] = {
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VMBodygroups = {{ind = 1, bg = 2}},
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WMBodygroups = {{ind = 1, bg = 2}},
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},
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["nors"] = {
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VMBodygroups = {
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{ind = 2, bg = 1},
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{ind = 3, bg = 1},
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},
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},
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["nobrake"] = {
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VMBodygroups = {
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{ind = 6, bg = 1},
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},
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},
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["pwraith"] = {
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VMBodygroups = {},
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WMBodygroups = {},
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TrueNameChange = "Suppressor LMG",
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NameChange = "Hell's Wraith"
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},
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["mount"] = {
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VMElements = {
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},
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}
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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 = "Muzzle",
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DefaultAttName = "Standard Muzzle",
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Slot = "muzzle",
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Bone = "suppressor",
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Offset = {
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vpos = Vector(-1.5, -20, 0),
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vang = Angle(0, 80, 90),
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wpos = Vector(0, 0, 0),
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wang = Angle(0, 0, 0)
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},
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},
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{
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PrintName = "Underbarrel",
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Slot = {"ubgl", "bipod"},
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Bone = "suppressor",
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Offset = {
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vpos = Vector(-4, -10, 1),
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vang = Angle(0, 80, 90),
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wpos = Vector(0, 0, 0),
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wang = Angle(0, 0, 0)
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},
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},
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{
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PrintName = "Ammo Type",
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Slot = "ammo_bullet"
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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 = {"fire"},
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Time = 0.5,
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},
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["fire_iron"] = {
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Source = "fire",
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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 = 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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}
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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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