468 lines
22 KiB
TeX
468 lines
22 KiB
TeX
;------------------------------------------------------------------------------------------------
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#include "m1a1_new_sounds.ltx"
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[wpn_thompson_m1a1]:identity_immunities,weapon_probability,default_weapon_params,wpn_m1a1_new_sounds
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GroupControlSection = spawn_group
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$npc = on
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$prefetch = 8
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$spawn = "weapons\mp5"
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scheduled = off
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cform = skeleton
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kind = w_smg ;w_pistol
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class = WP_LR300
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slot = 2
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animation_slot = 8
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ef_main_weapon_type = 2
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ef_weapon_type = 6
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hand_dependence = 1
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single_handed = 0
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default_to_ruck = false
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sprint_allowed = true
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icons_texture = ui\ui_icon_tommy
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inv_grid_height = 2
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inv_grid_width = 4
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inv_grid_x = 0
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inv_grid_y = 0
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inv_name = st_wpn_thompson_m1a1
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inv_name_short = st_wpn_thompson_m1a1
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description = st_wpn_thompson_m1a1_descr
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inv_weight = 4.7
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cost = 21880
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repair_type = pistol
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weapon_class = assault_rifle
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hud = wpn_thompson_m1a1_hud
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visual = dynamics\weapons\wpn_m1a1\wpn_m1a1.ogf
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position = -0.026, 0, -0.015
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orientation = 0, 1.75, -0.2
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fire_point = 0.0, 0.188, 0.392
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fire_point2 = 0.0, 0.188, 0.392
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strap_bone0 = bip01_spine2
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strap_bone1 = bip01_spine1
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strap_position = -0.16, -0.36, 0.15
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strap_orientation = -10, -5, 10
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ph_mass = 3
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flame_particles = weapons\generic_weapon05
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smoke_particles = weapons\generic_shoot_00
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grenade_flame_particles = weapons\generic_weapon01
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; shell_point = 0.0, 0.188, 0.082
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; shell_dir = 0.0, 1.0, 0.0
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; shell_particles = weapons\9x18
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light_disabled = false
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light_color = 0.6, 0.5, 0.3
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light_range = 5
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light_time = 0.2
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light_var_color = 0.05
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light_var_range = 0.5
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upgr_icon_path = ui\ui_icon_tommy
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upgrades = up_gr_firstab_m1a1, up_gr_seconab_m1a1, up_gr_thirdab_m1a1
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installed_upgrades =
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upgrade_scheme = upgrade_scheme_beretta
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upgr_icon_x = 0
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upgr_icon_y = 100
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upgr_icon_width = 300
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upgr_icon_height = 100
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fire_modes = 1, -1
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ammo_class = ammo_11.43x23_fmj, ammo_11.43x23_fmj_bad, ammo_11.43x23_fmj_verybad, ammo_11.43x23_hydro, ammo_11.43x23_hydro_bad, ammo_11.43x23_hydro_verybad
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ammo_elapsed = 30
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ammo_mag_size = 30
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startup_ammo = 90
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scope_status = 0
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scope_zoom_factor = 0
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silencer_name = wpn_sil_9mm
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silencer_status = 0
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silencer_x = 135
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silencer_y = 11
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silencer_light_color = 0.6, 0.5, 0.3
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silencer_light_range = 0.01
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silencer_light_time = 0.2
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silencer_light_var_color = 0.05
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silencer_light_var_range = 0.5
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silencer_smoke_particles = weapons\generic_shoot_00
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grenade_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad
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grenade_launcher_status = 0
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launch_speed = 0
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hit_impulse = 20
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hit_power = 0.46, 0.46, 0.46, 0.46
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hit_type = fire_wound
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fire_distance = 300
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bullet_speed = 330
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rpm = 650
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rpm_empty_click = 200
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ap_modifier = 1.1
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use_aim_bullet = false
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time_to_aim = 0.0 ; 3.0
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zoom_dof = 0.5, 1.0, 180
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zoom_enabled = true
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zoom_rotate_time = 0.25
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reload_dof = 0.0, 0.5, 5, 2
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control_inertion_factor = 1.0f
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crosshair_inertion = 2.9
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fire_dispersion_base = 0.59
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fire_dispersion_condition_factor = 0.001
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misfire_probability = 0.005
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misfire_start_condition = 0.6 ; 0.81
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misfire_start_prob = 0.005
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misfire_end_condition = 0.15
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misfire_end_prob = 0.11
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condition_queue_shot_dec = 0.0011
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condition_shot_dec = 0.0010
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cam_return = 0
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cam_relax_speed = 15
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cam_dispersion = 0.48
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cam_dispersion_frac = 1.0
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cam_dispersion_inc = 0.0425
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cam_max_angle = 31.0
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cam_max_angle_horz = 31.0
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cam_step_angle_horz = 1.44
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zoom_cam_relax_speed = 15
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zoom_cam_dispersion = 0.38
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zoom_cam_dispersion_frac = 1.0
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zoom_cam_dispersion_inc = 0.036
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zoom_cam_max_angle = 31.0
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zoom_cam_max_angle_horz = 31.0
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zoom_cam_step_angle_horz = 1.42
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PDM_disp_accel_factor = 1.155
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PDM_disp_base = 0.65
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PDM_disp_crouch = 1.0
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PDM_disp_crouch_no_acc = 1.0
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PDM_disp_vel_factor = 1.15
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cam_relax_speed_ai = 120.75
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zoom_cam_relax_speed_ai = 120.75
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holder_fov_modifier = 1.0
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holder_range_modifier = 1.0
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min_radius = 0
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max_radius = 500
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hit_probability_gd_novice = 1.00
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hit_probability_gd_stalker = 1.00
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hit_probability_gd_veteran = 1.00
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hit_probability_gd_master = 1.00
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kill_msg_x = 72
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kill_msg_y = 82
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kill_msg_width = 56
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kill_msg_height = 23
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use_alt_aim_hud = true
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; snd_empty = weapons\thompson\m1a1_new_empty
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; snd_draw = weapons\thompson\m1a1_new_draw
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; snd_holster = weapons\thompson\m1a1_new_holster
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; snd_reload = weapons\thompson\m1a1_new_reload
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; snd_bore = weapons\thompson\m1a1_new_inspect
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; snd_reload_misfire = weapons\thompson\m1a1_new_unjam
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; snd_switch_mode = weapons\thompson\m1a1_new_switch_mode
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[wpn_thompson_m1a1_hud]:hud_base
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item_visual = dynamics\weapons\wpn_m1a1\wpn_m1a1_hud.ogf
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attach_place_idx = 0
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zoom_hide_crosshair = true
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item_position = 0, 0, 0
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item_orientation = 0, 0, 0
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hands_position = 0.000544, -0.002611, 0.0058798
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hands_position_16x9 = -0.009664, -0.005196, 0.003389
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hands_orientation = 0.49728, 1.53296, 0.00176
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hands_orientation_16x9 = 0.54498, 1.56112, -2
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hands_position = 0.000544, -0.002611, 0.0058798
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hands_position_16x9 = 0.0, -0.0, 0.0
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hands_orientation = 0.49728, 1.53296, 0.00176
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hands_orientation_16x9 = 0.0, 0.0, 0.0
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aim_hud_offset_pos = -0.06148, 0.03146, -0.057314
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aim_hud_offset_pos_16x9 = -0.071760, 0.030473, -0.050965
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aim_hud_offset_rot = 0.02509, 0.009872, -0.0512458
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aim_hud_offset_rot_16x9 = 0.0, 0.0, 0.0
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aim_hud_offset_alt_pos = -0.07192, 0.020888, -0.050965
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aim_hud_offset_alt_pos_16x9 = -0.07192, 0.020888, -0.050965
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aim_hud_offset_alt_rot = -0.015762, 0.00016, -0.0512458
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aim_hud_offset_alt_rot_16x9 = -0.015762, 0.00016, -0.00
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lowered_hud_offset_pos = 0.05,-0.04,-0.02
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lowered_hud_offset_pos_16x9 = 0.04064,-0.012672,-0.002185
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lowered_hud_offset_rot = -0.1,-0.6,0.4
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lowered_hud_offset_rot_16x9 = -0.081037,-0.705504,0.4
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gl_hud_offset_pos = 0, 0, 0
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gl_hud_offset_pos_16x9 = 0, 0, 0
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gl_hud_offset_rot = 0, 0, 0
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gl_hud_offset_rot_16x9 = 0, 0, 0
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lean_hud_offset_pos = 0, 0, 0
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lean_hud_offset_rot = 0, 0, 0
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fire_bone = muzzle
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fire_point = 0, 0,0
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anm_bore = m1a1_new_inspect, inspect
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anm_show = m1a1_new_draw, draw
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anm_hide = m1a1_new_holster, idle
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anm_idle = m1a1_new_idle, idle
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anm_idle_aim_moving = m1a1_new_walk, walk
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anm_idle_aim_moving_crouch = m1a1_new_walk, walk, 0.8
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anm_idle_moving = m1a1_new_walk, walk, 0.95
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anm_idle_moving_crouch = m1a1_new_walk, walk
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anm_idle_sprint = m1a1_new_sprint, sprint
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anm_reload = m1a1_new_reload, reload
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anm_reload_empty = m1a1_new_reload, reload_empty
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anm_reload_misfire = m1a1_new_unjam, unjam
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anm_reload_misfire_empty = m1a1_new_unjam, unjam_empty
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anm_switch_mode = m1a1_new_switch_mode, switch_mode
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anm_shots = m1a1_new_shoot
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anm_idle_aim = m1a1_new_aim, aim
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anm_bore_empty = m1a1_new_inspect, inspect_empty
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anm_show_empty = m1a1_new_draw, draw_empty
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anm_hide_empty = m1a1_new_holster, idle_empty
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anm_shot_l = m1a1_new_shoot, shoot_empty
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anm_idle_empty = m1a1_new_idle, idle_empty
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anm_idle_aim_moving_empty = m1a1_new_walk, walk_empty
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anm_idle_aim_moving_crouch_empty = m1a1_new_walk, walk_empty, 0.8
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anm_idle_moving_empty = m1a1_new_walk, walk_empty
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anm_idle_moving_crouch_empty = m1a1_new_walk, walk_empty, 0.9
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anm_idle_sprint_empty = m1a1_new_sprint, sprint_empty
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anm_switch_mode_empty = m1a1_new_switch_mode, switch_mode_empty
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anm_idle_aim_empty = m1a1_new_aim, idle_empty
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; Transition/Intermediate Animations
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anm_walk2sprint = m1a1_new_walk2sprint
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anm_walk2sprint_empty = m1a1_new_walk2sprint, idle_empty
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anm_sprint2walk = m1a1_new_sprint2walk
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anm_sprint2walk_empty = m1a1_new_sprint2walk, idle_empty
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; anm_idle2aim = m1a1_new_idle2aim, idle
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; anm_idle2aim_empty = m1a1_new_idle2aim, idle_empty
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; anm_aim2idle = m1a1_new_aim2idle, idle
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; anm_aim2idle_empty = m1a1_new_aim2idle, idle_empty
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; Transition Definitions
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ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1
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ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
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ts_pattern_sprint2walk_aim = anm_walk2sprint, ^anm_idle_aim.*, anm_sprint2walk, 1
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ts_strict_sprint2walk_idle = anm_walk2sprint, anm_idle, anm_sprint2walk
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ts_strict_sprint2walk_move = anm_walk2sprint, anm_idle_moving, anm_sprint2walk
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;ts_pattern_idle2aim = ^anm_idle.*, ^anm_idle_aim$, anm_idle2aim, 1
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ts_strict_sprint2aim = anm_idle_sprint, anm_idle_aim, anm_sprint2walk
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ts_strict_sprint2inspect = anm_idle_sprint, anm_bore, anm_sprint2walk
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ts_strict_walk2sprint_inspect = anm_walk2sprint, anm_bore, anm_sprint2walk
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fire_point = 0.0,-0.00,0.0
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fire_bone = muzzle
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[wpn_thompson_1921]: wpn_thompson_m1a1
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;Inventory Details
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inv_name = st_wpn_thompson_1921
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inv_name_short = st_wpn_thompson_1921
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inv_grid_height = 2
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inv_grid_width = 4
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inv_grid_x = 5
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inv_grid_y = 0
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inv_weight = 6.1
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cost = 40590
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description = st_wpn_thompson_1921_descr
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;Upgrade Icon
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upgrades = up_gr_firstab_1921, up_gr_seconab_1921, up_gr_thirdab_1921
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upgr_icon_x = 0
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upgr_icon_y = 200
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upgr_icon_width = 305
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;Ammo Capacity and RPM
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ammo_elapsed = 50
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ammo_mag_size = 50
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startup_ammo = 90
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bullet_speed = 330
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rpm = 900
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rpm_empty_click = 200
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;Misfire Probability
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misfire_probability = 0.005
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misfire_start_condition = 0.7 ; 0.81
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misfire_start_prob = 0.007
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misfire_end_condition = 0.15
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misfire_end_prob = 0.18
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condition_queue_shot_dec = 0.0012
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condition_shot_dec = 0.0012
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;Recoil Values
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cam_return = 0
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cam_relax_speed = 10
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cam_dispersion = 0.4
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cam_dispersion_frac = 1.0
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cam_dispersion_inc = 0.0425
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cam_max_angle = 30.0
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cam_max_angle_horz = 20.0
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cam_step_angle_horz = 0.44
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zoom_cam_relax_speed = 10
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zoom_cam_dispersion = 0.25
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zoom_cam_dispersion_frac = 1.0
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zoom_cam_dispersion_inc = 0.0225
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zoom_cam_max_angle = 20.0
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zoom_cam_max_angle_horz = 15.0
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zoom_cam_step_angle_horz = 0.44
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hud = wpn_thompson_1921_hud
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visual = dynamics\weapons\wpn_m1a1\wpn_thompson_1921.ogf
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use_alt_aim_hud = false
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;Sounds
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snd_empty = weapons\thompson\m1a1_new_empty
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snd_draw = weapons\thompson\m1a1_new_draw
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snd_holster = weapons\thompson\m1a1_new_holster
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snd_reload = weapons\thompson\1921_new_reload
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snd_reload_empty = weapons\thompson\1921_new_reload_empty
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snd_bore = weapons\thompson\m1a1_new_inspect
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snd_reload_misfire = weapons\thompson\1921_new_unjam
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snd_switch_mode = weapons\thompson\m1a1_new_switch_mode
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[wpn_thompson_1921_hud]:hud_base
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item_visual = dynamics\weapons\wpn_m1a1\wpn_thompson_1921_hud.ogf
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attach_place_idx = 0
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zoom_hide_crosshair = true
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item_position = 0, 0, 0
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item_orientation = 0, 0, 0
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hands_position = 0.000544, -0.002611, 0.0058798
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hands_position_16x9 = -0.009664, -0.005196, 0.003389
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hands_orientation = 0.49728, 1.53296, 0.00176
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hands_orientation_16x9 = 0.54498, 1.56112, -2
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hands_position = 0.000544, -0.002611, 0.0058798
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hands_position_16x9 = 0.0, -0.0, 0.0
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hands_orientation = 0.49728, 1.53296, 0.00176
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hands_orientation_16x9 = 0.0, 0.0, 0.0
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aim_hud_offset_pos = -0.0828, 0.031538, -0.050965
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aim_hud_offset_pos_16x9 = -0.0828, 0.031538, -0.050965
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aim_hud_offset_rot = -0.000213, 0.00048, 0.0
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aim_hud_offset_rot_16x9 = -0.000213, 0.00048, 0.0
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aim_hud_offset_alt_pos = -0.07192, 0.020888, -0.050965
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aim_hud_offset_alt_pos_16x9 = -0.07192, 0.020888, -0.050965
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aim_hud_offset_alt_rot = -0.015762, 0.00016, -0.0512458
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aim_hud_offset_alt_rot_16x9 = -0.015762, 0.00016, -0.00
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lowered_hud_offset_pos = 0.05,-0.04,-0.02
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lowered_hud_offset_pos_16x9 = 0.04064,-0.012672,-0.002185
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lowered_hud_offset_rot = -0.1,-0.6,0.4
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lowered_hud_offset_rot_16x9 = -0.081037,-0.705504,0.4
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gl_hud_offset_pos = 0, 0, 0
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gl_hud_offset_pos_16x9 = 0, 0, 0
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gl_hud_offset_rot = 0, 0, 0
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gl_hud_offset_rot_16x9 = 0, 0, 0
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lean_hud_offset_pos = 0, 0, 0
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lean_hud_offset_rot = 0, 0, 0
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fire_bone = muzzle
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fire_point = 0, 0,0
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anm_bore = tommy_1921_new_inspect, idle
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anm_show = tommy_1921_new_draw, idle
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anm_hide = tommy_1921_new_holster, idle
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anm_idle = tommy_1921_new_idle, idle
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anm_idle_aim_moving = tommy_1921_new_walk, idle
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anm_idle_aim_moving_crouch = tommy_1921_new_walk, idle, 0.8
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anm_idle_moving = tommy_1921_new_walk, idle
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anm_idle_moving_crouch = tommy_1921_new_walk, idle
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anm_idle_sprint = tommy_1921_new_sprint, idle
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anm_reload = tommy_1921_new_reload, reload
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anm_reload_empty = tommy_1921_new_reload_empty, reload_empty
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anm_reload_misfire = tommy_1921_new_unjam, unjam
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anm_reload_misfire_empty = tommy_1921_new_unjam, unjam_empty
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anm_switch_mode = tommy_1921_new_switch_mode, switch_mode
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anm_shots = tommy_1921_new_shoot
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anm_idle_aim = tommy_1921_new_aim, aim
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anm_bore_empty = tommy_1921_new_inspect, idle_empty
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anm_show_empty = tommy_1921_new_draw, idle_empty
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anm_hide_empty = tommy_1921_new_holster, idle_empty
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anm_shot_l = tommy_1921_new_shoot, shoot_empty
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anm_idle_empty = tommy_1921_new_idle, idle_empty
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anm_idle_aim_moving_empty = tommy_1921_new_walk, idle_empty
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anm_idle_aim_moving_crouch_empty = tommy_1921_new_walk, idle_empty, 0.8
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anm_idle_moving_empty = tommy_1921_new_walk, idle_empty
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anm_idle_moving_crouch_empty = tommy_1921_new_walk, idle_empty, 0.9
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anm_idle_sprint_empty = tommy_1921_new_sprint, idle_empty
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anm_switch_mode_empty = tommy_1921_new_switch_mode, switch_mode_empty
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anm_idle_aim_empty = tommy_1921_new_aim, idle_empty
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; Transition/Intermediate Animations
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anm_walk2sprint = tommy_1921_new_walk2sprint
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anm_walk2sprint_empty = tommy_1921_new_walk2sprint, idle_empty
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anm_sprint2walk = tommy_1921_new_sprint2walk
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anm_sprint2walk_empty = tommy_1921_new_sprint2walk, idle_empty
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; anm_idle_aim_start = tommy_1921_new_idle2aim, idle
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; anm_idle_aim_start_empty = tommy_1921_new_idle2aim, idle_empty
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; anm_idle_aim_end = tommy_1921_new_aim2idle, idle
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; anm_idle_aim_end_empty = tommy_1921_new_aim2idle, idle_empty
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; Transition Definitions
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ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1
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ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
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ts_pattern_sprint2walk_aim = anm_walk2sprint, ^anm_idle_aim.*, anm_sprint2walk, 1
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ts_strict_sprint2walk_idle = anm_walk2sprint, anm_idle, anm_sprint2walk
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ts_strict_sprint2walk_move = anm_walk2sprint, anm_idle_moving, anm_sprint2walk
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;ts_pattern_idle2aim = ^anm_idle.*, ^anm_idle_aim$, anm_idle2aim, 1
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ts_strict_sprint2aim = anm_idle_sprint, anm_idle_aim, anm_sprint2walk
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ts_strict_sprint2inspect = anm_idle_sprint, anm_bore, anm_sprint2walk
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ts_strict_walk2sprint_inspect = anm_walk2sprint, anm_bore, anm_sprint2walk
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fire_point = 0.0,-0.00,0.0
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fire_bone = muzzle |