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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 = "Bastard Gun"
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SWEP.Trivia_Class = "Submachine Gun"
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SWEP.Trivia_Desc = "Submachinegun, 5.45 caliber. It's got poor accuracy and overheats like hell. That's why they call it a Bastard gun, hahah."
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SWEP.Trivia_Manufacturer = "Unknown"
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SWEP.Trivia_Calibre = "5.45x39mm"
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SWEP.Trivia_Mechanism = "Russian Magic"
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SWEP.Trivia_Country = "Russia"
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SWEP.Slot = 2
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/c_BastardGun.mdl"
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SWEP.WorldModel = "models/weapons/c_BastardGun.mdl"
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SWEP.ViewModelFOV = 60
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SWEP.DefaultBodygroups = "000000000000"
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SWEP.Damage = 9
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SWEP.DamageMin = 9 -- damage done at maximum range
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SWEP.Range = 75 -- 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 = 250 -- projectile or phys bullet muzzle velocity
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-- IN M/S
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SWEP.ChamberSize = 1 -- how many rounds can be chambered.
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SWEP.Primary.ClipSize = 30 -- DefaultClip is automatically set.
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SWEP.PhysBulletMuzzleVelocity = 300
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SWEP.Recoil = 0.200
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SWEP.RecoilSide = 0.100
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SWEP.RecoilRise = 0.1
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SWEP.RecoilPunch = 2.5
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SWEP.Delay = 60 / 650 -- 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 = 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 = "weapon_smg1"
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SWEP.NPCWeight = 100
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SWEP.AccuracyMOA = 14 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
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SWEP.HipDispersion = 325 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 200
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SWEP.Primary.Ammo = "smg1" -- what ammo type the gun uses
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SWEP.MagID = "ump" -- the magazine pool this gun draws from
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SWEP.ShootVol = 110 -- volume of shoot sound
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SWEP.ShootPitch = 100 -- pitch of shoot sound
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SWEP.FirstShootSound = "BastardGun/Shoot.wav"
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SWEP.ShootSound = "BastardGun/Shoot.wav"
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SWEP.ShootSoundSilenced = "BastardGun/Shoots.wav"
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SWEP.DistantShootSound = "BastardGun/Shoot.wav"
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SWEP.MeleeSwingSound = "arccw_go/m249/m249_draw.wav"
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SWEP.MeleeMissSound = "weapons/iceaxe/iceaxe_swing1.wav"
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SWEP.MeleeHitSound = "arccw_go/knife/knife_hitwall1.wav"
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SWEP.MeleeHitNPCSound = "physics/body/body_medium_break2.wav"
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SWEP.MuzzleEffect = "muzzleflash_smg"
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SWEP.ShellModel = "models/shells/shell_556.mdl"
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SWEP.ShellPitch = 100
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SWEP.ShellScale = 1.25
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SWEP.ShellRotateAngle = Angle(0, 180, 0)
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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 = 0.95
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SWEP.SightedSpeedMult = 0.75
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SWEP.SightTime = 0.300
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SWEP.IronSightStruct = {
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Pos = Vector(-7.7, -9.849, 1.6),
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Ang = Angle(-0.201, -0.851, -1.4),
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Magnification = 1,
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SwitchToSound = "", -- sound that plays when switching to this sight
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CrosshairInSights = false
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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(-1, 2, -1)
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SWEP.ActiveAng = Angle(0, 0, 0)
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SWEP.CrouchPos = Vector(-4, 0, -1)
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SWEP.CrouchAng = Angle(0, 0, -10)
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SWEP.HolsterPos = Vector(3, 3, 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.CustomizePos = Vector(8, 0, 1)
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SWEP.CustomizeAng = Angle(5, 30, 30)
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SWEP.BarrelLength = 18
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SWEP.AttachmentElements = {
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["lastlightpete"] = {
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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.ExtraSightDist = 10
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SWEP.WorldModelOffset = {
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pos = Vector(-15, 8, -4),
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ang = Angle(-10, 0, 180)
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}
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SWEP.MirrorVMWM = true
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SWEP.Attachments = {
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{
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PrintName = "Optic",
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Slot = {"optic_lp", "optic"},
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Bone = "BastardGun",
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DefaultAttName = "Iron Sights",
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Offset = {
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vpos = Vector(0, -3.4, 14),
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vang = Angle(90, 0, -90),
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},
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InstalledEles = {"rail"},
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VMScale = Vector(1.25, 1.25, 1.25),
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CorrectiveAng = Angle(-0.5, 0, 0),
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CorrectivePos = Vector(0, 0, 0)
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},
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{
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PrintName = "Underbarrel",
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Slot = "foregrip",
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Bone = "BastardGun",
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DefaultAttName = "Standard Foregrip",
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Offset = {
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vpos = Vector(0, 0, 14),
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vang = Angle(90, 0, -90),
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},
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InstalledEles = {"ubrms"},
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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 = "BastardGun",
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Offset = {
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vpos = Vector(-1.201, -2.3, 18),
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vang = Angle(90.5, 0, 0),
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},
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InstalledEles = {"tacms"},
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},
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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 = "BastardGun",
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Offset = {
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vpos = Vector(0, -2.25, 24),
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vang = Angle(90, 0, -90),
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},
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},
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{
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PrintName = "Ammo Type",
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Slot = "go_ammo",
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DefaultAttName = "Standard Ammo"
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},
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{
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PrintName = "Perk",
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Slot = "go_perk"
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},
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{
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PrintName = "Skin",
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Slot = {"metro_skinpete"},
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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 = "BastardGun", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(0.8, -1.3, 0), -- offset that the attachment will be relative to the bone
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vang = Angle(90, 0, -90),
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},
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},
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}
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SWEP.Jamming = true
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SWEP.HeatCapacity = 65
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SWEP.HeatDissipation = 12
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SWEP.HeatLockout = true
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SWEP.HeatDelayTime = 3.5
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SWEP.HeatFix = true
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SWEP.BulletBones = {
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[1] = "Bullet1",
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[2] = "Bullet2",
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[3] = "Bullet3",
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[4] = "Bullet4",
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[5] = "Bullet5",
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[6] = "Bullet6",
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[7] = "Bullet7",
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[8] = "Bullet8",
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[9] = "Bullet9",
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[10] = "Bullet10",
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[11] = "Bullet11",
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[12] = "Bullet12",
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[13] = "Bullet13",
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[14] = "Bullet14",
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[15] = "Bullet15",
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[16] = "Bullet16",
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[17] = "Bullet17",
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[18] = "Bullet18",
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[19] = "Bullet19",
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[20] = "Bullet20",
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[21] = "Bullet21",
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[22] = "Bullet22",
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[23] = "Bullet23",
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[24] = "Bullet24",
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[25] = "Bullet25",
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[26] = "Bullet26",
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[27] = "Bullet27",
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[28] = "Bullet28",
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[29] = "Bullet29",
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[30] = "Bullet30",
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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,
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LHIKOut = 0.5,
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},
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["ready"] = {
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Source = "ready",
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0.5,
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},
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["fix"] = {
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Source = "fix",
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},
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["fire"] = {
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Source = "shoot",
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Time = 0.25,
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ShellEjectAt = 0,
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},
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["fire_iron"] = {
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Source = "shoot",
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Time = 0.5,
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ShellEjectAt = 0,
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},
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["reload"] = {
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Source = "reloadpartial",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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Checkpoints = {16, 30},
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.4,
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LHIKOut = 2.1,
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LHIKEaseOut = 0.3,
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LastClip1OutTime = 1,
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},
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["reload_empty"] = {
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Source = "reload",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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Checkpoints = {16, 30, 55},
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.4,
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LHIKOut = 2.5,
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LHIKEaseOut = 0.3,
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LastClip1OutTime = 1,
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},
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}
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sound.Add({
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name = "BG.BoltPull",
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channel = 16,
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volume = 1.0,
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sound = "BastardGun/BoltPull.wav"
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})
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sound.Add({
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name = "BG.Clip",
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channel = 16,
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volume = 1.0,
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sound = "BastardGun/Clip.wav"
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})
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sound.Add({
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name = "BG.Hit",
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channel = 16,
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volume = 1.0,
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sound = "BastardGun/Hit.wav"
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})
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sound.Add({
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name = "BG.ClipIn",
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channel = 16,
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volume = 1.0,
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sound = "BastardGun/ClipIn.wav"
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})
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sound.Add({
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name = "BG.ClipIn2",
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channel = 16,
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volume = 1.0,
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sound = "BastardGun/ClipIn2.wav"
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})
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sound.Add({
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name = "BG.ClipOut",
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channel = 16,
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volume = 1.0,
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sound = "BastardGun/ClipOut.wav"
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})
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sound.Add({
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name = "BG.ClipOut1",
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channel = 16,
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volume = 1.0,
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sound = "BastardGun/ClipOut1.wav"
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})
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sound.Add({
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name = "BG.ClipOut2",
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channel = 16,
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volume = 1.0,
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sound = "BastardGun/ClipOut2.wav"
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})
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sound.Add({
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name = "BG.Fix",
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channel = 16,
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volume = 1.0,
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sound = "BastardGun/Fix.wav"
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})
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sound.Add({
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name = "BG.Fix1",
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channel = 16,
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volume = 1.0,
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sound = "BastardGun/Fix1.wav"
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})
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Reference in New Issue
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