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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 Pulse Rifle"
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SWEP.TrueName = "Overwatch Hammer Issue"
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-- Technically you can omit all trivia info, but that's not fun! Do a bit of research and write some stuff in!
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SWEP.Trivia_Class = "Heavy Assault Rifle"
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SWEP.Trivia_Desc = "A heavier, more powerful version of the Combine Pulse-Rifle. Extremely inaccurate when moving. Ball launcher not included and is sold separately."
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SWEP.Trivia_Manufacturer = "The Combine"
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SWEP.Trivia_Calibre = "High-Mass Pulse Capsule"
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SWEP.Trivia_Mechanism = "Dark Energy Thumper"
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SWEP.Trivia_Country = "Universal Union - Earth Overwatch"
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SWEP.Trivia_Year = "Occupation Period 3, 203x"
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SWEP.Slot = 3
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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 = "The Combine"
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end
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/irifle2/c_irifle2.mdl"
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SWEP.WorldModel = "models/weapons/irifle2/w_irifle2.mdl"
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SWEP.ViewModelFOV = 90
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SWEP.Damage = 23
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SWEP.DamageMin = 23
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SWEP.Range = 250 -- 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 = 900 -- projectile or phys bullet muzzle velocity
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-- IN M/S
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SWEP.ChamberSize = 0 -- how many rounds can be chambered.
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SWEP.Primary.ClipSize = 24 -- DefaultClip is automatically set.
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SWEP.ExtendedClipSize = 48
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SWEP.ReducedClipSize = 12
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SWEP.Recoil = 0.7
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SWEP.RecoilSide = 0.5
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SWEP.RecoilRise = 0.02
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SWEP.Delay = 60 / 350 -- 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.NPCWeaponType = "weapon_ar2"
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SWEP.NPCWeight = 150
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SWEP.AccuracyMOA = 8 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
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SWEP.HipDispersion = 150 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 600
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SWEP.Primary.Ammo = "ar2" -- what ammo type the gun uses
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SWEP.MagID = "ar21" -- the magazine pool this gun draws from
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SWEP.ShootVol = 115 -- volume of shoot sound
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SWEP.ShootPitch = 100 -- pitch of shoot sound
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SWEP.ShootSound = "weapons/ar21/primary.wav"
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SWEP.ShootSoundSilenced = "weapons/ar21/primary.wav"
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SWEP.DistantShootSound = "weapons/ar21/primary.wav"
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SWEP.MuzzleEffect = "muzzleflash_1"
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SWEP.ShellModel = nil
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SWEP.ShellScale = 0
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SWEP.ShellMaterial = nil
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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 = 0.94
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SWEP.SightedSpeedMult = 0.5
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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(0, 0, 0),
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Ang = Angle(0, 0, 0),
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Magnification = 1.5,
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SwitchToSound = "", -- sound that plays when switching to this sight
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CrosshairInSights = true
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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(-2, -6, 0)
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SWEP.ActiveAng = Angle(2, 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 = 27
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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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}
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SWEP.ExtraSightDist = 5
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SWEP.Attachments = {
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{
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PrintName = "Optic", -- print name
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DefaultAttName = "Magic Zoom",
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Slot = {"optic", "optic_lp"}, -- what kind of attachments can fit here, can be string or table
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Bone = "ociw master", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(0.01, -4.495, 4.716), -- offset that the attachment will be relative to the bone
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vang = Angle(0, 90, 0),
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wpos = Vector(6.099, 0.699, -6.301),
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wang = Angle(171.817, 180-1.17, 0),
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},
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CorrectivePos = Vector(0, 0, 0),
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CorrectiveAng = Angle(0, 180, 0),
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},
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{
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PrintName = "Underbarrel",
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Slot = {"ubgl"},
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Bone = "ociw master",
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Offset = {
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vpos = Vector(-0.311, -9.306, -0.087),
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vang = Angle(0, 90, 0),
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wpos = Vector(17, 0.6, -4.676),
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wang = Angle(-10, 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 = "ociw master",
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Offset = {
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vpos = Vector(-1.05, -4.038, 3.24), -- offset that the attachment will be relative to the bone
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vang = Angle(0, 90, 90),
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wpos = Vector(15.625, -0.1, -6.298),
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wang = Angle(-8.829, -0.556, 90)
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},
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},
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{
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PrintName = "Grip",
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Slot = "grip",
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DefaultAttName = "Standard Grip"
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},
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{
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PrintName = "Stock",
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Slot = "stock",
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DefaultAttName = "Standard Stock"
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},
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{
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PrintName = "Fire Group",
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Slot = "fcg",
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DefaultAttName = "Standard FCG"
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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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PrintName = "Charm",
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Slot = "charm",
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FreeSlot = true,
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Bone = "ociw master", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(-1.158, -1.022, 2.867), -- offset that the attachment will be relative to the bone
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vang = Angle(0, 90, 0),
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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.Animations = {
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["idle"] = false,
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["draw"] = {
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Source = "IR_draw",
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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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["fire"] = {
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Source = {"fire2", "fire3", "fire4"},
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Time = 0.5,
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},
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["fire_iron"] = {
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Source = "IR_fire",
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Time = 0.1,
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},
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["reload"] = {
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Source = "IR_reload",
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Time = 2.5,
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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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SoundTable = {{s = "weapons/ar21/ar2_reload_push.wav", t = 0}},
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},
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["reload_empty"] = {
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Source = "IR_reload",
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Time = 2.5,
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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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SoundTable = {{s = "weapons/ar21/ar2_reload_push.wav", t = 0}},
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},
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}
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