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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 = "VSV"
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SWEP.TrueName = "VSK-94"
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SWEP.Trivia_Class = "Assault Rifle"
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SWEP.Trivia_Desc = "An accurate and powerful assault rifle good for medium-range combat. Its somewhat low muzzle velocity translates into lower noise and faster bullet drop."
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SWEP.Trivia_Manufacturer = "Konstruktorskoe Buro Priborostroeniya"
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SWEP.Trivia_Calibre = "5.45x39mm"
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SWEP.Trivia_Mechanism = "Gas-Operated"
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SWEP.Trivia_Country = "Russia"
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SWEP.Trivia_Year = 1994
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SWEP.Slot = 2
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if GetConVar("arccw_truenames"):GetBool() then SWEP.PrintName = SWEP.TrueName end
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/c_VSV.mdl"
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SWEP.WorldModel = "models/weapons/c_VSV.mdl"
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SWEP.ViewModelFOV = 65
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SWEP.DefaultBodygroups = "000000000000"
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SWEP.Damage = 14
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SWEP.DamageMin = 14
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SWEP.Range = 400 -- 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 = 270 -- 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 = 20 -- DefaultClip is automatically set.
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SWEP.PhysBulletMuzzleVelocity = 270
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SWEP.Recoil = 0.62
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SWEP.RecoilSide = 0.255
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SWEP.RecoilRise = 0.2
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SWEP.RecoilPunch = 2.5
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SWEP.Delay = 60 / 600 -- 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_ar2"
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SWEP.NPCWeight = 100
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SWEP.AccuracyMOA = 9 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
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SWEP.HipDispersion = 650 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 100
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SWEP.Primary.Ammo = "smg1" -- what ammo type the gun uses
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SWEP.MagID = "stanag" -- 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.ShootSound = "VSV/shoot.wav"
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SWEP.DistantShootSound = "VSV/shoot2.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_4"
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SWEP.ShellModel = "models/shells/shell_556.mdl"
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SWEP.ShellPitch = 95
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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 = 0.97
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SWEP.SightedSpeedMult = 0.75
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SWEP.SightTime = 0.30
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SWEP.IronSightStruct = {
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Pos = Vector(-6.281, -5, 1.879),
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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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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, 0)
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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 = 24
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SWEP.AttachmentElements = {
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["lastlightvsv"] = {
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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.GuaranteeLaser = true
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SWEP.WorldModelOffset = {
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pos = Vector(-12, 7, -3.5),
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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", "optic_lp"},
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Bone = "VSV",
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DefaultAttName = "Iron Sights",
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Offset = {
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vpos = Vector(0.05, -3.1, 3.635),
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vang = Angle(90, 0, -90),
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wpos = Vector(22, 1, -7),
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wang = Angle(-9.79, 0, 180)
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},
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VMScale = Vector(1, 1, 1),
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InstalledEles = {"rs_none", "fs_down"},
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CorrectiveAng = Angle(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 = "VSV",
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Offset = {
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vpos = Vector(0, -1, 11),
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vang = Angle(90, 0, -90),
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wpos = Vector(22, 1, -7),
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wang = Angle(-9.79, 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 = "VSV",
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Offset = {
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vpos = Vector(0, -0.7, 15),
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vang = Angle(90, 0, -90),
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wpos = Vector(22, 1, -7),
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wang = Angle(-9.79, 0, 180)
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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_skinvsv"},
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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 = "VSV", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(0.6, -1.601, 0.4), -- 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(6.099, 1.1, -3.301),
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wang = Angle(171.817, 180-1.17, 0),
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},
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},
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}
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SWEP.BulletBones = {
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[1] = "Bullet20",
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[2] = "Bullet19",
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[3] = "Bullet18",
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[4] = "Bullet17",
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[5] = "Bullet16",
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[6] = "Bullet15",
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[7] = "Bullet14",
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[8] = "Bullet13",
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[9] = "Bullet12",
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[10] = "Bullet11",
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[11] = "Bullet10",
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[12] = "Bullet9",
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[13] = "Bullet8",
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[14] = "Bullet7",
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[15] = "Bullet6",
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[16] = "Bullet5",
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[17] = "Bullet4",
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[18] = "Bullet3",
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[19] = "Bullet2",
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[20] = "Bullet1",
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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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Time = 1.7,
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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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["fire"] = {
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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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["fire_iron"] = {
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Source = "shoot_iron",
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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 = "reloadpart",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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FrameRate = 30,
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Time = 2.3,
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LHIK = true,
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LHIKIn = 0.2,
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LHIKEaseIn = 0.2,
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LHIKOut = 0.2,
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LHIKEaseOut = 0.2,
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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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FrameRate = 30,
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Time = 3,
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LHIK = true,
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LHIKIn = 0.2,
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LHIKOut = 0.2,
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LHIKEaseOut = 0.2,
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LastClip1OutTime = 1,
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},
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["enter_inspect"] = {
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LHIK = false,
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},
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["idle_inspect"] = {
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LHIK = false,
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},
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["exit_inspect"] = {
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LHIK = false,
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},
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}
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sound.Add({
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name = "Weapon_VSV.CA",
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channel = 16,
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volume = 1.0,
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sound = "VSV/VSVCA.wav"
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})
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sound.Add({
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name = "Weapon_VSV.Clipout",
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channel = 16,
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volume = 1.0,
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sound = "VSV/VSVClipout.wav"
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})
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sound.Add({
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name = "Weapon_VSV.Clipin",
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channel = 16,
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volume = 1.0,
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sound = "VSV/VSVClipin.wav"
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})
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sound.Add({
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name = "VSV.Cliphit",
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channel = 16,
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volume = 1.0,
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sound = "VSV/cliphit.wav"
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})
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