350 lines
7.7 KiB
Lua
350 lines
7.7 KiB
Lua
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--[[
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WEAPONS["m92"] = {
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Name = "M92FS",
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Description = "Accurate pistol, but low caliber won't do much against armor.",
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Type = "pistol",
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Icon = Material( "benny/weapons/mk23.png", "smooth" ),
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WModel = "models/weapons/w_pist_elite_single.mdl",
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HoldType = "revolver",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 },
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GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
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Sound_Fire = "M92.Fire",
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_Reload = "USP.Reload",
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Sound_MagOut = "USP.MagOut",
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Sound_MagIn = "USP.MagIn",
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Delay = (60/400),
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Firemodes = FIREMODE_SEMI,
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Ammo = 15,
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Damage = 30,
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Features = "firearm",
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}
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WEAPONS["p226"] = {
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Name = "P226",
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Description = "Special forces pistol in fast .357 ammo.",
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Type = "pistol",
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Icon = Material( "benny/weapons/mk23.png", "smooth" ),
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WModel = "models/weapons/w_pist_p228.mdl",
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HoldType = "revolver",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 },
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GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
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Sound_Fire = "P226.Fire",
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_Reload = "USP.Reload",
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Sound_MagOut = "P226.MagOut",
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Sound_MagIn = "P226.MagIn",
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Delay = (60/350),
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Firemodes = FIREMODE_SEMI,
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Ammo = 13,
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Damage = 30,
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Features = "firearm",
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}
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WEAPONS["overunder"] = {
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Name = "O/U",
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Description = "meow",
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Type = "shotgun",
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WModel = "models/weapons/w_shot_kozlice.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
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Sound_Fire = "SPAS12.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "SPAS12.MagOut",
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Sound_MagIn = "SPAS12.MagIn",
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Delay = (60/120),
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Firemodes = FIREMODE_SEMI,
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Ammo = 2,
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Damage = 10,
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Pellets = 8,
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Spread = 130/60,
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Features = "firearm",
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}
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WEAPONS["cqb70"] = {
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Name = "CS-70",
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Description = "meow",
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Type = "shotgun",
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WModel = "models/weapons/w_shot_cs3.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
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Sound_Fire = "AA12.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "AA12.MagOut",
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Sound_MagIn = "AA12.MagIn",
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Delay = (60/120),
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Firemodes = FIREMODE_SEMI,
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Ammo = 4,
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Damage = 10,
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Pellets = 8,
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Spread = 150/60,
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Features = "firearm",
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}
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WEAPONS["m12ak"] = {
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Name = "M12AK",
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Description = "meow",
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Type = "shotgun",
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WModel = "models/weapons/w_shot_saiga.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
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Sound_Fire = "AA12.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "AA12.MagOut",
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Sound_MagIn = "AA12.MagIn",
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Delay = (60/160),
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Firemodes = FIREMODE_SEMI,
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Ammo = 5,
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Damage = 10,
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Pellets = 8,
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Spread = 150/60,
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Features = "firearm",
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}
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WEAPONS["g_gas"] = {
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Name = "GAS GRENADE",
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Description = "Short burst of gas that slows and disorient targets.",
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Type = "grenade",
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Custom_Fire = GrenadeFire,
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Custom_Reload = GrenadeReload,
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Custom_Think = GrenadeThink,
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Custom_Holster = GrenadeHolster,
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GrenadeEnt = "benny_grenade_gas",
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GrenadeFuse = 4,
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GrenadeCharge = true,
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WModel = "models/weapons/w_eq_flashbang.mdl",
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HoldType = "grenade",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
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Features = "grenade",
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}
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WEAPONS["g_claymore"] = {
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Name = "CLAYMORE",
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Description = "Mine that shoots shrapnel in a cone.",
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Type = "grenade",
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Custom_Fire = GrenadeFire,
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Custom_Reload = GrenadeReload,
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Custom_Think = GrenadeThink,
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Custom_Holster = GrenadeHolster,
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GrenadeEnt = "benny_grenade_claymore",
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GrenadeFuse = 4,
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GrenadeCharge = true,
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WModel = "models/weapons/w_eq_flashbang.mdl",
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HoldType = "grenade",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
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Features = "grenade",
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}
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WEAPONS["g_scrambler"] = {
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Name = "SCRAMBLER",
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Description = "Disrupts enemy radar based on proximity.",
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Type = "grenade",
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Custom_Fire = GrenadeFire,
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Custom_Reload = GrenadeReload,
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Custom_Think = GrenadeThink,
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Custom_Holster = GrenadeHolster,
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GrenadeEnt = "benny_grenade_scrambler",
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GrenadeFuse = 4,
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GrenadeCharge = true,
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WModel = "models/weapons/w_eq_flashbang.mdl",
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HoldType = "grenade",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
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Features = "grenade",
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}
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WEAPONS["g_emp"] = {
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Name = "EMP NADE",
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Description = "Disrupts enemy equipment based on proximity.",
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Type = "grenade",
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Custom_Fire = GrenadeFire,
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Custom_Reload = GrenadeReload,
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Custom_Think = GrenadeThink,
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Custom_Holster = GrenadeHolster,
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GrenadeEnt = "benny_grenade_emp",
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GrenadeFuse = 4,
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GrenadeCharge = true,
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WModel = "models/weapons/w_eq_flashbang.mdl",
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HoldType = "grenade",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
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Features = "grenade",
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}
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WEAPONS["g_shockcharge"] = {
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Name = "SHOCK CHARGE",
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Description = "Charge that stuns and forces enemies to fire their weapons.",
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Type = "grenade",
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Custom_Fire = GrenadeFire,
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Custom_Reload = GrenadeReload,
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Custom_Think = GrenadeThink,
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Custom_Holster = GrenadeHolster,
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GrenadeEnt = "benny_grenade_shockcharge",
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GrenadeFuse = 4,
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GrenadeCharge = true,
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WModel = "models/weapons/w_eq_flashbang.mdl",
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HoldType = "grenade",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
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Features = "grenade",
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}
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WEAPONS["g_thermobaric"] = {
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Name = "THERMOBARIC GRENADE",
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Description = "Burns through armor.",
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Type = "grenade",
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Custom_Fire = GrenadeFire,
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Custom_Reload = GrenadeReload,
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Custom_Think = GrenadeThink,
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Custom_Holster = GrenadeHolster,
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GrenadeEnt = "benny_grenade_thermobaric",
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GrenadeFuse = 4,
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GrenadeCharge = true,
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WModel = "models/weapons/w_eq_flashbang.mdl",
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HoldType = "grenade",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
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Features = "grenade",
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}
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WEAPONS["e_tacinsertion"] = {
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Name = "TACTICAL INSERTION",
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Description = "Flare that changes your deployment location.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_cover"] = {
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Name = "DEPLOYABLE COVER",
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Description = ".",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_ddos"] = {
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Name = "DDOS",
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Description = ".",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_trophysystem"] = {
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Name = "TROPHY SYSTEM",
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Description = "Disrupts enemy equipment.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_portableradar"] = {
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Name = "PORTABLE RADAR",
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Description = "Detects nearby enemies based on proximity.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_cameraspike"] = {
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Name = "CAMERA SPIKE",
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Description = "Mountable camera that gives you a live video feed.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_recondrone"] = {
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Name = "RECON DRONE",
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Description = "Pilotable hovering recon drone that automatically marks enemies.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_gasdrone"] = {
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Name = "GAS DRONE",
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Description = "Drone that dispenses toxic gas onto an area.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_suppressionmine"] = {
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Name = "SUPPRESSION MINE",
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Description = "Mine that detonates to dispense hard-to-see sleeping gas.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_antiarmor"] = {
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Name = "ANTI-ARMOR ROUNDS",
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Description = "Ammo crate that dispenses armor to disable vehicles.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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]]
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