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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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sound.Add(
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{
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name = "TFA_CSGO_Sensor.Equip",
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channel = CHAN_WEAPON,
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level = 65,
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volume = 0.4,
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sound = "weapons/tfa_csgo/sensorgrenade/sensor_equip.wav"
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} )
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sound.Add(
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{
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name = "TFA_CSGO_Sensor.Activate",
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channel = CHAN_WEAPON,
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level = 65,
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volume = 0.5,
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sound = "weapons/tfa_csgo/sensorgrenade/sensor_arm.wav"
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} )
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sound.Add(
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{
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name = "TFA_CSGO_Sensor.Land",
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channel = CHAN_STATIC,
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level = 65,
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volume = 0.7,
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sound = "weapons/tfa_csgo/sensorgrenade/sensor_land.wav"
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} )
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sound.Add(
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{
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name = "TFA_CSGO_Sensor.WarmupBeep",
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channel = CHAN_STATIC,
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level = 75,
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volume = 0.3,
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sound = "weapons/tfa_csgo/sensorgrenade/sensor_detect.wav"
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} )
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sound.Add(
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{
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name = "TFA_CSGO_Sensor.DetectPlayer_Hud",
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channel = CHAN_STATIC,
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level = 65,
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volume = 0.5,
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sound = "weapons/tfa_csgo/sensorgrenade/sensor_detecthud.wav"
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} )
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sound.Add(
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{
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name = "TFA_CSGO_Sensor.Detonate",
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channel = CHAN_STATIC,
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level = 140,
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volume = 1.0,
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sound = "weapons/tfa_csgo/sensorgrenade/sensor_explode.wav"
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} )
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SWEP.Category = "TFA CS:GO Grenades"
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SWEP.Author = ""
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SWEP.Contact = ""
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SWEP.Purpose = ""
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SWEP.Instructions = ""
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SWEP.PrintName = "Tactical Awareness Grenade" -- Weapon name (Shown on HUD)
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SWEP.Slot = 4 -- Slot in the weapon selection menu
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SWEP.SlotPos = 40 -- Position in the slot
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SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
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SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
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SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
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SWEP.DrawCrosshair = false -- set false if you want no crosshair
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SWEP.Weight = 2 -- rank relative ot other weapons. bigger is better
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SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
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SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
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SWEP.HoldType = "grenade" -- how others view you carrying the weapon
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-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
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-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and ar2 make for good sniper rifles
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SWEP.ViewModelFOV = 55
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SWEP.ViewModelFlip = false
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SWEP.ViewModel = "models/weapons/tfa_csgo/c_sonar_bomb.mdl" -- Weapon view model
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SWEP.WorldModel = "models/weapons/tfa_csgo/w_eq_sensorgrenade.mdl" -- Weapon world model
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SWEP.ShowWorldModel = true
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SWEP.Base = "tfa_csnade_base"
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SWEP.Spawnable = true
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SWEP.UseHands = true
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SWEP.AdminSpawnable = true
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SWEP.ProceduralHoslterEnabled = true
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SWEP.ProceduralHolsterTime = 0.0
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SWEP.ProceduralHolsterPos = Vector(0, 0, 0)
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SWEP.ProceduralHolsterAng = Vector(0, 0, 0)
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SWEP.Primary.RPM = 30 -- This is in Rounds Per Minute
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SWEP.Primary.ClipSize = 1 -- Size of a clip
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SWEP.Primary.DefaultClip = 1 -- Bullets you start with
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SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
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SWEP.Primary.Ammo = "csgo_sonarbomb"
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-- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
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-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a metal peircing shotgun slug
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SWEP.Primary.Round = ("tfa_csgo_thrownsonar") --NAME OF ENTITY GOES HERE
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SWEP.Velocity = 750 -- Entity Velocity
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SWEP.Velocity_Underhand = 375 -- Entity Velocity
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SWEP.Offset = { --Procedural world model animation, defaulted for CS:S purposes.
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Pos = {
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Up = -2,
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Right = 1,
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Forward = 3,
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},
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Ang = {
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Up = -1,
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Right = -2,
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Forward = 178
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},
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Scale = 1
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}
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SWEP.MoveSpeed = 245/260 --Multiply the player's movespeed by this.
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SWEP.IronSightsMoveSpeed = 245/260*0.8 --Multiply the player's movespeed by this when sighting.
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