UI & crosshair tweaks
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c2864c5ca8
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@ -215,8 +215,8 @@ local col_2 = Color(0, 0, 0, 255)
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local col_3 = Color(255, 127, 127, 255)
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local col_3 = Color(255, 127, 127, 255)
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local col_4 = Color(255, 222, 222, 255)
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local col_4 = Color(255, 222, 222, 255)
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local heartbeatcol = Color(255, 255, 255, 255)
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local heartbeatcol = Color(255, 255, 255, 255)
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local mat_dot = Material("benny/hud/xhair/dot.png", "mips smooth")
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local mat_dot = Material("benny/hud/xhair/dotx.png", "")
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local mat_long = Material("benny/hud/xhair/long.png", "mips smooth")
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local mat_long = Material("benny/hud/xhair/long.png", "")
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local mat_dot_s = Material("benny/hud/xhair/dot_s.png", "mips smooth")
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local mat_dot_s = Material("benny/hud/xhair/dot_s.png", "mips smooth")
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local mat_long_s = Material("benny/hud/xhair/long_s.png", "mips smooth")
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local mat_long_s = Material("benny/hud/xhair/long_s.png", "mips smooth")
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local spacer_long = 2 -- screenscaled
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local spacer_long = 2 -- screenscaled
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@ -308,35 +308,41 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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end
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end
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end
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end
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do -- Hints
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if true then -- Hints
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local b_w, b_h = ss(170), ss(2)
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local b_w, b_h = ss(130), ss(2)
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local b_x, b_y = sw - Wb - b_w, Hb--sh/2 - b_h/2
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local b_x, b_y = sw - Wb - b_w, Hb + ss(200)--sh/2 - b_h/2
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local honk = ss(1)
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local honk = ss(1)
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local honk2 = honk*2
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local honk2 = honk*2
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local tbw, tbh, tbg = ss(6), ss(2), ss(19)
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local tbw, tbh, tbg = ss(6), ss(2), ss(14)
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local bump = 0
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local bump = 0
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local tbump = 0
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local tbump = 0
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local lonk = {
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local lonk = {
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{
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--{
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Glyph = "M1",
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-- Glyph = "M1",
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Text1 = "ATTACK",
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-- Text1 = "ATTACK",
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Text2 = "Fire your weapon",
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-- Text2 = "Fire your weapon",
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Space = ss(20)
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-- Space = ss(20)
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},
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--},
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{
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--{
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Glyph = "M2",
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-- Glyph = "M2",
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Text1 = "ATTACK2",
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-- Text1 = "ATTACK (AKIMBO)",
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Text2 = "Fire your other weapon",
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-- Text2 = "Fire your other weapon",
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Space = ss(20)
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-- Space = ss(20)
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},
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--},
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{
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{
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Glyph = "R",
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Glyph = "R",
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Text1 = "RELOAD",
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Text1 = "RELOAD",
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Text2 = "Reload your active weapon",
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Text2 = "Reload weapon",
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Space = ss(20)
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},
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{
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Glyph = "T",
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Text1 = "RELOAD (AKIMBO)",
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Text2 = "Reload alternate weapon",
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Space = ss(20)
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Space = ss(20)
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},
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},
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{
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{
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@ -359,7 +365,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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},
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},
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{
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{
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Glyph = "F1",
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Glyph = "F1",
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Text1 = "DEVELOPER SPAWN",
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Text1 = "DEV. SPAWN",
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Text2 = "Cheat items in",
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Text2 = "Cheat items in",
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Space = ss(20)
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Space = ss(20)
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},
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},
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@ -367,47 +373,61 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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for _, data in ipairs( lonk ) do
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for _, data in ipairs( lonk ) do
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tbump = tbump + ss(4)
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if _==1 then
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tbump = tbump + data.Space + ss(4)
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tbump = tbump + ss(4)
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end
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tbump = tbump + ss(18)
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if _==#lonk then
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tbump = tbump + ss(4)
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end
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end
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end
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b_h = b_h + tbump
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b_h = b_h + tbump
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b_y = sh - b_h - Hb
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surface.SetDrawColor( scheme["bg"] )
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surface.SetDrawColor( scheme["bg"] )
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surface.DrawRect( b_x, b_y, b_w, b_h )
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surface.DrawRect( b_x, b_y, b_w, b_h )
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surface.SetDrawColor( scheme["fg"] )
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surface.SetDrawColor( scheme["fg"] )
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surface.DrawOutlinedRect( b_x + honk, b_y + honk, b_w - honk2, b_h - honk2, ss(0.5) )
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surface.DrawOutlinedRect( b_x + honk, b_y + honk, b_w - honk2, b_h - honk2, ss(0.5) )
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for _, data in ipairs( lonk ) do
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for _, data in ipairs( lonk ) do
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bump = bump + ss(4)
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if _==1 then
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bump = bump + ss(4)
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end
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--surface.DrawRect( b_x + b_w - 64, b_y + bump, 32, data.Space )
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--surface.DrawRect( b_x + b_w - 64, b_y + bump, 32, data.Space )
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draw.SimpleText( data.Text1, "Benny_16", b_x + b_w - tbw,
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draw.SimpleText( data.Text1, "Benny_14", b_x + b_w - tbw,
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b_y + bump,
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b_y + bump,
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scheme["fg"], TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
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scheme["fg"], TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
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draw.SimpleText( data.Text2, "Benny_12", b_x + b_w - tbw,
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draw.SimpleText( data.Text2, "Benny_8", b_x + b_w - tbw,
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b_y+ss(12) + bump,
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b_y+ss(10) + bump,
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scheme["fg"], TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
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scheme["fg"], TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
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if #data.Glyph == 1 then
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if #data.Glyph == 1 then
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surface.DrawOutlinedRect( b_x + tbw,
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surface.DrawOutlinedRect( b_x + tbw,
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b_y + ss(2) + bump, tbg, tbg, ss(1) )
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b_y + ss(2) + bump, tbg, tbg, ss(1) )
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draw.SimpleText( data.Glyph, "Benny_16", b_x + tbw + tbg/2,
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draw.SimpleText( data.Glyph, "Benny_16", b_x + tbw + tbg/2,
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b_y + ss(4.2) + bump,
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b_y + ss(2.6) + bump,
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scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
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scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
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else
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else
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surface.SetFont( "Benny_12" )
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surface.SetFont( "Benny_10" )
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local tx = surface.GetTextSize( data.Glyph )
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local tx = surface.GetTextSize( data.Glyph )
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tx = math.max( tx + ss(8), tbg )
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tx = math.max( tx + ss(8), tbg )
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surface.DrawOutlinedRect( b_x + tbw,
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surface.DrawOutlinedRect( b_x + tbw,
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b_y + ss(2) + bump, tx, tbg, ss(1) )
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b_y + ss(2) + bump, tx, tbg, ss(1) )
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draw.SimpleText( data.Glyph, "Benny_12", b_x + tbw + tx/2,
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draw.SimpleText( data.Glyph, "Benny_10", b_x + tbw + tx/2,
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b_y + ss(6.2) + bump,
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b_y + ss(4.6) + bump,
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scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
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scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
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end
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end
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bump = bump + data.Space + ss(4)
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bump = bump + ss(18)
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if _==#lonk then
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bump = bump + ss(4)
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end
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end
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end
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end
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end
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@ -425,8 +445,8 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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local wep_class = wep:BClass( hand )
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local wep_class = wep:BClass( hand )
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local p_w, p_h = ss(156), ss(64)
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local p_w, p_h = ss(156), ss(64)
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local p_x, p_y = sw - Wb - p_w, sh - Hb - p_h
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local p_x, p_y = sw - p_w - Wb, Hb
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if hand then p_y = p_y - p_h - ss(20 + 2) end
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if hand then p_x = Wb end
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local pb = ss(4)
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local pb = ss(4)
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local pb2 = pb*2
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local pb2 = pb*2
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@ -484,7 +504,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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end
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end
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if wep_class.Ammo then -- Magazines
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if wep_class.Ammo then -- Magazines
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local m_w, m_h = ss( 12 ), ss( 20 )
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local m_w, m_h = ss( 12 ), ss( 20 )
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local m_x, m_y = p_x + p_w - m_w, p_y - m_h - ss(1)--p_x - m_w, p_y + p_h - m_h
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local m_x, m_y = p_x + p_w - m_w, p_y + p_h + ss(1)--p_x - m_w, p_y + p_h - m_h
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local bb = ss( 1 )
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local bb = ss( 1 )
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local b2 = ss( 2 )
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local b2 = ss( 2 )
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local b3 = ss( 3 )
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local b3 = ss( 3 )
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@ -602,12 +622,12 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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surface.DrawTexturedRectRotated( poosx, poosy, s(16), s(16), 0 )
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surface.DrawTexturedRectRotated( poosx, poosy, s(16), s(16), 0 )
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else -- pistol
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else -- pistol
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surface.SetMaterial( mat2 )
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surface.SetMaterial( mat2 )
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surface.DrawTexturedRectRotated( poosx - gap, poosy, s(24), s(24), 0 )
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surface.DrawTexturedRectRotated( poosx - gap, poosy, s(32), s(32), 0 )
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surface.DrawTexturedRectRotated( poosx + gap, poosy, s(24), s(24), 0 )
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surface.DrawTexturedRectRotated( poosx + gap, poosy, s(32), s(32), 0 )
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surface.SetMaterial( mat2 )
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surface.SetMaterial( mat2 )
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surface.DrawTexturedRectRotated( poosx, poosy - gap, s(24), s(24), 0 )
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surface.DrawTexturedRectRotated( poosx, poosy - gap, s(32), s(32), 0 )
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surface.DrawTexturedRectRotated( poosx, poosy + gap, s(24), s(24), 0 )
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surface.DrawTexturedRectRotated( poosx, poosy + gap, s(32), s(32), 0 )
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end
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end
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end
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end
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end
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end
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