Hide base weapons and add more rifles
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6b24abe5ae
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1e7548e93a
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@ -246,7 +246,7 @@ function OpenSMenu()
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if IsValid( smenu ) then smenu:Remove() return end
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if IsValid( smenu ) then smenu:Remove() return end
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local active = GetConVar("benny_hud_tempactive"):GetString()
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local active = GetConVar("benny_hud_tempactive"):GetString()
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smenu = vgui.Create("BFrame")
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smenu = vgui.Create("BFrame")
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smenu:SetSize( ss(440), ss(360) )
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smenu:SetSize( ss(350), ss(360) )
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smenu:SetTitle("Developer Spawnmenu")
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smenu:SetTitle("Developer Spawnmenu")
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smenu:MakePopup()
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smenu:MakePopup()
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smenu:SetKeyboardInputEnabled( false )
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smenu:SetKeyboardInputEnabled( false )
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@ -256,8 +256,10 @@ function OpenSMenu()
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itemlist:Dock( FILL )
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itemlist:Dock( FILL )
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smenu:Center()
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smenu:Center()
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itemlist:GetVBar():SetWide( 0 )
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local statlist = smenu:Add("DPanel")
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local statlist = smenu:Add("DPanel")
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statlist:SetWide( ss(440/2) )
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statlist:SetWide( ss(220) )
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statlist:Dock( RIGHT )
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statlist:Dock( RIGHT )
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statlist:DockMargin( ss(2), 0, 0, 0 )
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statlist:DockMargin( ss(2), 0, 0, 0 )
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statlist:DockPadding( ss(2), ss(2), ss(2), ss(2) )
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statlist:DockPadding( ss(2), ss(2), ss(2), ss(2) )
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@ -430,6 +432,7 @@ function OpenSMenu()
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local createlist = {}
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local createlist = {}
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for ClassName, Class in pairs( WEAPONS ) do
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for ClassName, Class in pairs( WEAPONS ) do
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if rawget(Class, "Hide") then continue end
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if !createlist[Class.Category] then
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if !createlist[Class.Category] then
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createlist[Class.Category] = {}
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createlist[Class.Category] = {}
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end
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end
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@ -446,8 +449,8 @@ function OpenSMenu()
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Collapse:DockPadding( ss(2), ss(2), ss(2), ss(2) )
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Collapse:DockPadding( ss(2), ss(2), ss(2), ss(2) )
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for Mew, New in ipairs( v ) do
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for Mew, New in ipairs( v ) do
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local button = Collapse:Add( "DButton" )
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local button = Collapse:Add( "DButton" )
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button:SetSize( ss(96), ss(20) )
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button:SetSize( 0, ss(10) )
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button:DockMargin( 0, 0, 0, ss(2) )
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button:DockMargin( 0, 0, 0, ss(0) )
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button.Text_Name = New.Class.Name
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button.Text_Name = New.Class.Name
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button.Text_Desc = New.Class.Description
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button.Text_Desc = New.Class.Description
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@ -474,11 +477,46 @@ function OpenSMenu()
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end
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end
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function button:Paint( w, h )
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function button:Paint( w, h )
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surface.SetDrawColor( schema("fg") )
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surface.DrawOutlinedRect( 0, 0, w, h, ss(1) )
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local z = 0.5
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if self:IsHovered() then
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draw.SimpleText( self.Text_Name, "Benny_14", w/2, ss(2), schema_c("fg"), TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
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draw.SimpleText( self.Text_Desc, "Benny_8", w/2, ss(2+8), schema_c("fg"), TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
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local nx, ny = 0, 0
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for i=1, 9 do
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-- PROTO: ...
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if i==1 then
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nx, ny = -1, -1
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elseif i==2 then
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nx, ny = 0, -1
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elseif i==3 then
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nx, ny = 1, -1
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elseif i==4 then
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nx, ny = -1, 0
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elseif i==5 then
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continue
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elseif i==6 then
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nx, ny = 1, 0
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elseif i==7 then
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nx, ny = -1, 1
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elseif i==8 then
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nx, ny = 0, 1
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elseif i==9 then
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nx, ny = 1, 1
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end
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nx, ny = ss(nx), ss(ny)
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draw.SimpleText( self.Text_Name, "Benny_14", ss(2)+nx, ss(-1)+ny, schema_c("fg") )
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end
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draw.SimpleText( self.Text_Name, "Benny_14", ss(2), ss(-1), schema_c("bg") )
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else
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draw.SimpleText( self.Text_Name, "Benny_14", ss(2), ss(-1), schema_c("fg") )
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end
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--surface.SetDrawColor( schema("fg") )
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--surface.DrawOutlinedRect( 0, 0, surface.GetTextSize(self.Text_Name)+ss(2+2), h )
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--surface.SetDrawColor( schema("fg") )
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--surface.DrawRect( ss(2), h-ss(1), surface.GetTextSize(self.Text_Name), ss(0.5) )
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--draw.SimpleText( self.Text_Desc, "Benny_8", w/2, ss(2+8), schema_c("fg"), TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
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return true
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return true
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end
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end
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end
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end
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@ -222,6 +222,7 @@ do -- Bases
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Category = "base",
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Category = "base",
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Type = "base",
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Type = "base",
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Description = "Base of everything",
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Description = "Base of everything",
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Hide = true,
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WModel = "models/weapons/w_357.mdl",
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WModel = "models/weapons/w_357.mdl",
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@ -257,6 +258,7 @@ do -- Bases
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Base = "base",
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Base = "base",
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Description = "Base for firearms",
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Description = "Base for firearms",
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Features = "firearm",
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Features = "firearm",
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Hide = true,
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WModel = "models/weapons/w_pistol.mdl",
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WModel = "models/weapons/w_pistol.mdl",
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HoldType = "pistol",
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HoldType = "pistol",
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@ -391,6 +393,7 @@ do -- Bases
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Base = "base",
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Base = "base",
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Description = "Base for melee weapons",
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Description = "Base for melee weapons",
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Features = "melee",
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Features = "melee",
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Hide = true,
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WModel = "models/weapons/w_crowbar.mdl",
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WModel = "models/weapons/w_crowbar.mdl",
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HoldType = "melee",
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HoldType = "melee",
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@ -468,6 +471,7 @@ do -- Bases
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Base = "base",
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Base = "base",
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Description = "Base for grenades",
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Description = "Base for grenades",
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Features = "grenade",
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Features = "grenade",
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Hide = true,
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WModel = "models/weapons/w_grenade.mdl",
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WModel = "models/weapons/w_grenade.mdl",
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HoldType = "slam",
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HoldType = "slam",
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@ -479,6 +483,7 @@ do -- Bases
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Base = "base",
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Base = "base",
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Description = "Base for magazines",
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Description = "Base for magazines",
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Features = "magazine",
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Features = "magazine",
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Hide = true,
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WModel = "models/weapons/w_slam.mdl",
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WModel = "models/weapons/w_slam.mdl",
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HoldType = "slam",
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HoldType = "slam",
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@ -1159,6 +1164,93 @@ do -- Rifles
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Speed_Firing = 0.95,
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Speed_Firing = 0.95,
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})
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})
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ItemDef("qbz", {
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Name = "QBZ-95",
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Description = "Bullpup assault rifle. Low profile, great in close quarters.",
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Base = "base_firearm",
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Category = "rifle",
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Icon = Material( "benny/weapons/fnc.png", "smooth" ),
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WModel = "models/weapons/w_rif_bakm.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 },
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Sound_Fire = "QBBLSW.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "FNC.MagOut",
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Sound_MagIn = "FNC.MagIn",
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Sound_Cock = "FNC.Cock",
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--
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AmmoStd = 30,
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AutoGenMag = true,
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Delay = (60/800),
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Firemodes = FIREMODE_AUTOSEMI,
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Damage = 28,
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Spread = 45/60,
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SpreadAdd = 35/60,
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SpreadAddMax = 10,
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SpreadDecay_Start = 12,
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SpreadDecay_End = 36,
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SpreadDecay_RampTime = 0.6,
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Reload_MagOut = 0.4,
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Reload_MagIn = 1.5,
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Reload_MagIn_Bonus1 = 0.8,
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Reload_MagIn_Bonus2 = 0.8+0.1,
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Speed_Move = 0.975,
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Speed_Aiming = 0.975,
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Speed_Reloading = 0.975,
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Speed_Firing = 0.975,
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})
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ItemDef("m16a2", {
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Name = "M16A2",
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Description = "Burst-fire assault rifle. Precise and effective at range.",
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Base = "base_firearm",
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Category = "rifle",
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Icon = Material( "benny/weapons/m16a2.png", "smooth" ),
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WModel = "models/weapons/w_rif_m16a2.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 },
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Sound_Fire = "M16A2.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "M16A2.MagOut",
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Sound_MagIn = "M16A2.MagIn",
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Sound_Cock = "M16A2.Cock",
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--
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AmmoStd = 30,
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AutoGenMag = true,
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Delay = (60/700),
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Firemodes = {
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{ Mode = 3 },
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{ Mode = 1 },
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},
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Damage = 32,
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Spread = 22/60,
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SpreadAdd = 11/60,
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SpreadAddMax = 10,
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SpreadDecay_Start = 0,
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SpreadDecay_End = 12,
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SpreadDecay_RampTime = 0.3,
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Reload_MagOut = 0.3,
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Reload_MagIn = 1.3,
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Reload_MagIn_Bonus1 = 0.6,
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Reload_MagIn_Bonus2 = 0.6+0.1,
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Speed_Move = 0.95,
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Speed_Aiming = 0.9,
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Speed_Reloading = 0.95,
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Speed_Firing = 0.9,
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})
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end
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end
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for i, v in SortedPairs( WEAPONS ) do
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for i, v in SortedPairs( WEAPONS ) do
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