Bizon, weapon switching (sorta), wip!
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57b50709bb
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@ -76,7 +76,7 @@ function SWEP:PrimaryAttack()
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-- self:EmitSound( "benny/weapons/1911/0".. math.random(1,3) ..".ogg", 110, 100, 1, CHAN_STATIC )
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-- self:EmitSound( "benny/weapons/1911/0".. math.random(1,3) ..".ogg", 110, 100, 1, CHAN_STATIC )
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self:B_Ammo1( self:Clip1() - 1 )
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self:B_Ammo1( self:Clip1() - 1 )
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self:SetDelay1( CurTime() + 0.2 )
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self:SetDelay1( CurTime() + self.B_ClassT1.Delay )
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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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@ -23,6 +23,25 @@ CAPTIONS["en-us"]["1911.Reload"] = {
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LifeTime = 0.5,
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LifeTime = 0.5,
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}
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}
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CAPTIONS["en-us"]["Bizon.Fire"] = {
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Name = "Bizon",
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Color = color_white,
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Text = "[fire]",
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Bold = false,
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Italic = true,
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TypeTime = 0.1,
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LifeTime = 0.5,
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}
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CAPTIONS["en-us"]["Bizon.Reload"] = {
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Name = "Bizon",
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Color = color_white,
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Text = "[reload]",
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Bold = false,
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Italic = true,
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TypeTime = 0.1,
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LifeTime = 0.5,
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}
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CAPTIONS = CAPTIONS["en-us"]
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CAPTIONS = CAPTIONS["en-us"]
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SOUNDS = {}
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SOUNDS = {}
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@ -40,6 +59,7 @@ end
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local screwup = SERVER and Color(150, 255, 255) or Color(255, 200, 150)
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local screwup = SERVER and Color(150, 255, 255) or Color(255, 200, 150)
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function B_Sound( ent, tag )
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function B_Sound( ent, tag )
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if !tag then return end
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local tagt = SOUNDS[tag]
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local tagt = SOUNDS[tag]
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if !tagt then MsgC( screwup, "Invalid sound " .. tag .. "\n" ) return end
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if !tagt then MsgC( screwup, "Invalid sound " .. tag .. "\n" ) return end
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local path, sndlevel, pitch, volume, channel = tagt.path, tagt.sndlevel, tagt.pitch, tagt.volume, tagt.channel
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local path, sndlevel, pitch, volume, channel = tagt.path, tagt.sndlevel, tagt.pitch, tagt.volume, tagt.channel
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@ -57,6 +57,20 @@ if CLIENT then
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end)
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end)
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end
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end
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-- PROTO: Move this all into weapon code.
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concommand.Add("benny_inv_equip", function( ply, cmd, args )
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local inv = ply:INV_Get()
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local wep = ply:GetActiveWeapon()
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local item = inv[args[1]]
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-- PROTO: Check that this is the correct 'benny' weapon.
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assert( item, "That item doesn't exist." )
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wep:SetWep1( args[1] )
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wep:SetClip1( item.Ammo )
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wep:OnReloaded()
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end)
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-- Debug inv
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if CLIENT then
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if CLIENT then
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local function regen_items( itemlist )
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local function regen_items( itemlist )
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local ply = LocalPlayer()
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local ply = LocalPlayer()
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@ -69,12 +83,28 @@ if CLIENT then
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button:Dock( TOP )
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button:Dock( TOP )
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button:DockMargin( 0, 0, 0, ss(4) )
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button:DockMargin( 0, 0, 0, ss(4) )
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button.Text_ID = i
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button.ID = i
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local Class = WEAPONS[v.Class]
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local Class = WEAPONS[v.Class]
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button.Text_Name = Class.Name
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button.Text_Name = Class.Name
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button.Text_Desc = Class.Description
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button.Text_Desc = Class.Description
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-- PROTO: This paint function doesn't need to be remade over and over like this.
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-- PROTO: These functions don't need to be remade over and over like this.
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function button:DoClick()
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local Menu = DermaMenu()
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Menu:AddOption( "Equip", function()
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RunConsoleCommand("benny_inv_equip", button.ID)
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end )
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Menu:AddOption( "Discard", function()
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RunConsoleCommand("benny_inv_discard", button.ID)
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end )
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Menu:Open()
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end
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function button:DoRightClick()
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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( schemes["benny"]["fg"] )
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surface.SetDrawColor( schemes["benny"]["fg"] )
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surface.DrawRect( 0, 0, w, h )
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surface.DrawRect( 0, 0, w, h )
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@ -91,7 +121,7 @@ if CLIENT then
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surface.SetFont( "Benny_10" )
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surface.SetFont( "Benny_10" )
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surface.SetTextPos( ss(4), ss(4 + 20) )
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surface.SetTextPos( ss(4), ss(4 + 20) )
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surface.DrawText( self.Text_ID )
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surface.DrawText( self.ID )
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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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@ -7,8 +7,16 @@ AddSound( "1911.Fire", {
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"benny/weapons/1911/03.ogg",
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"benny/weapons/1911/03.ogg",
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}, 140, 100, 0.5, CHAN_STATIC )
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}, 140, 100, 0.5, CHAN_STATIC )
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AddSound( "Bizon.Fire", {
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"benny/weapons/bizon/01.ogg",
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"benny/weapons/bizon/02.ogg",
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"benny/weapons/bizon/03.ogg",
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}, 140, 100, 0.5, CHAN_STATIC )
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AddSound( "1911.Reload", "benny/weapons/1911/slidedrop.ogg", 140, 100, 0.5, CHAN_STATIC )
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AddSound( "1911.Reload", "benny/weapons/1911/slidedrop.ogg", 140, 100, 0.5, CHAN_STATIC )
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AddSound( "Bizon.Reload", "benny/weapons/bizon/boltdrop.ogg", 140, 100, 0.5, CHAN_STATIC )
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local wep = {}
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local wep = {}
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WEAPONS["1911"] = wep
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WEAPONS["1911"] = wep
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wep.Name = "COBRA .45"
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wep.Name = "COBRA .45"
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@ -28,6 +36,8 @@ wep.Name = "USP .45"
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wep.Description = "It works for hardasses around the world, it works for you. Higher capacity."
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wep.Description = "It works for hardasses around the world, it works for you. Higher capacity."
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wep.WModel = "models/weapons/w_pist_usp.mdl"
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wep.WModel = "models/weapons/w_pist_usp.mdl"
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wep.Sound_Fire = "1911.Fire"
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wep.Sound_Reload = "1911.Reload" -- placeholder
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wep.Delay = (60/300)
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wep.Delay = (60/300)
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wep.Ammo = 12
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wep.Ammo = 12
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@ -39,6 +49,8 @@ wep.Name = "GLOCK-18"
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wep.Description = "Superb precision but poor capacity."
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wep.Description = "Superb precision but poor capacity."
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wep.WModel = "models/weapons/w_pist_glock18.mdl"
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wep.WModel = "models/weapons/w_pist_glock18.mdl"
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wep.Sound_Fire = "1911.Fire"
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wep.Sound_Reload = "1911.Reload" -- placeholder
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wep.Delay = (60/800)
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wep.Delay = (60/800)
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wep.Ammo = 17
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wep.Ammo = 17
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@ -49,6 +61,10 @@ WEAPONS["nambu"] = wep
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wep.Name = "NAMBU .38"
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wep.Name = "NAMBU .38"
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wep.Description = "Eastern revolver that hits as much as it costs. Low capacity."
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wep.Description = "Eastern revolver that hits as much as it costs. Low capacity."
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wep.WModel = "models/weapons/w_pist_glock18.mdl"
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wep.Sound_Fire = "1911.Fire"
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wep.Sound_Reload = "1911.Reload" -- placeholder
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wep.Delay = (60/180)
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wep.Delay = (60/180)
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wep.Ammo = 6
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wep.Ammo = 6
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wep.Damage = 26
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wep.Damage = 26
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@ -58,6 +74,10 @@ WEAPONS["anaconda"] = wep
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wep.Name = "ANACONDA"
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wep.Name = "ANACONDA"
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wep.Description = "Precise and kicks like a mule, but low capacity."
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wep.Description = "Precise and kicks like a mule, but low capacity."
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wep.WModel = "models/weapons/w_pist_glock18.mdl"
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wep.Sound_Fire = "1911.Fire"
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wep.Sound_Reload = "1911.Reload" -- placeholder
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wep.Delay = (60/180)
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wep.Delay = (60/180)
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wep.Ammo = 6
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wep.Ammo = 6
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wep.Damage = 40
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wep.Damage = 40
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@ -66,6 +86,11 @@ local wep = {}
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WEAPONS["tmp"] = wep
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WEAPONS["tmp"] = wep
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wep.Name = "TMP"
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wep.Name = "TMP"
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wep.Description = "Precise."
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wep.Description = "Precise."
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wep.WModel = "models/weapons/w_pist_glock18.mdl"
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wep.Sound_Fire = "1911.Fire"
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wep.Sound_Reload = "1911.Reload" -- placeholder
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wep.Delay = (60/800)
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wep.Delay = (60/800)
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wep.Ammo = 15
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wep.Ammo = 15
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wep.Damage = 18
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wep.Damage = 18
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@ -75,6 +100,10 @@ WEAPONS["mp7"] = wep
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wep.Name = "MP7"
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wep.Name = "MP7"
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wep.Description = "Small, pistol-sized, and simple."
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wep.Description = "Small, pistol-sized, and simple."
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wep.WModel = "models/weapons/w_pist_glock18.mdl"
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wep.Sound_Fire = "1911.Fire"
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wep.Sound_Reload = "1911.Reload" -- placeholder
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wep.Delay = (60/700)
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wep.Delay = (60/700)
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wep.Ammo = 15
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wep.Ammo = 15
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wep.Damage = 16
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wep.Damage = 16
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@ -84,6 +113,10 @@ WEAPONS["mp5k"] = wep
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wep.Name = "MP5K"
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wep.Name = "MP5K"
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wep.Description = "Quality manufacturing, but cumbersome."
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wep.Description = "Quality manufacturing, but cumbersome."
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wep.WModel = "models/weapons/w_pist_glock18.mdl"
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wep.Sound_Fire = "1911.Fire"
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wep.Sound_Reload = "1911.Reload" -- placeholder
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wep.Delay = (60/700)
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wep.Delay = (60/700)
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wep.Ammo = 15
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wep.Ammo = 15
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wep.Damage = 18
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wep.Damage = 18
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@ -93,6 +126,10 @@ WEAPONS["mac11"] = wep
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wep.Name = "MAC-11"
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wep.Name = "MAC-11"
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wep.Description = "More fit for combat in a phone booth."
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wep.Description = "More fit for combat in a phone booth."
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wep.WModel = "models/weapons/w_pist_glock18.mdl"
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wep.Sound_Fire = "1911.Fire"
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wep.Sound_Reload = "1911.Reload" -- placeholder
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wep.Delay = (60/800)
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wep.Delay = (60/800)
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wep.Ammo = 16
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wep.Ammo = 16
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wep.Damage = 16
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wep.Damage = 16
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@ -102,6 +139,10 @@ WEAPONS["bizon"] = wep
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wep.Name = "BIZON"
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wep.Name = "BIZON"
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wep.Description = "Unwieldy bullet storm."
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wep.Description = "Unwieldy bullet storm."
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wep.WModel = "models/weapons/w_pist_glock18.mdl"
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wep.Sound_Fire = "Bizon.Fire"
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wep.Sound_Reload = "Bizon.Reload" -- placeholder
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wep.Delay = (60/600)
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wep.Delay = (60/600)
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wep.Ammo = 40
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wep.Ammo = 40
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wep.Damage = 16
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wep.Damage = 16
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