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Single shot/3-burst
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@ -44,7 +44,7 @@ You could also opt to combine these methods together - it's common for an attach
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- Reworked standardized weapon stat handling
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- Blind fire for all weapons
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- Looping sounds
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- Reworked RHIK system with greater compatibility, better performance, and multiple targets
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- Reworked RHIK system
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- RHIK supports right hands too
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- Snazzy new UI
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- Better standard weapon ecosystem
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@ -57,5 +57,5 @@ hook.Add("PostDrawEffects", "ARC9_CleanFlashlights", function()
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if GetViewEntity() == LocalPlayer() then return end
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wpn:KillFlashlightsVM()
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wpn:KillFlashlights()
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end)
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@ -340,13 +340,13 @@ function ARC9.DrawHUD()
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firemode_text = arc9_mode.PrintName
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else
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if arc9_mode.Mode == 1 then
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firemode_text = "SEMI"
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firemode_text = "SINGLE"
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elseif arc9_mode.Mode == 0 then
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firemode_text = "SAFE"
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elseif arc9_mode.Mode < 0 then
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firemode_text = "AUTO"
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elseif arc9_mode.Mode > 1 then
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firemode_text = tostring(arc9_mode.Mode) .. "BST"
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firemode_text = tostring(arc9_mode.Mode) .. "-BURST"
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end
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end
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@ -403,17 +403,17 @@ function ARC9.DrawHUD()
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elseif weapon:IsScripted() then
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if !weapon.Primary.Automatic then
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firemode_pic = firemode_pics[1]
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firemode_text = "SEMI"
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firemode_text = "SINGLE"
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end
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if weapon.ThreeRoundBurst then
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firemode_pic = firemode_pics[3]
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firemode_text = "3BST"
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firemode_text = "3-BURST"
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end
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if weapon.TwoRoundBurst then
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firemode_pic = firemode_pics[2]
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firemode_text = "2BST"
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firemode_text = "2-BURST"
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end
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if weapon.GetSafe then
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@ -439,7 +439,7 @@ function ARC9.DrawHUD()
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else
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if !automatics[weapon:GetClass()] then
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firemode_pic = firemode_pics[1]
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firemode_text = "SEMI"
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firemode_text = "SINGLE"
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end
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end
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@ -105,6 +105,8 @@ function SWEP:DrawCustomModel(wm, custompos, customang)
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if !wm then
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self:DrawFlashlightsVM()
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else
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self:DrawFlashlightsWM()
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end
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end
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end
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@ -11,7 +11,7 @@ function SWEP:GetHasFlashlights()
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return false
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end
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function SWEP:CreateFlashlightsVM()
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function SWEP:CreateFlashlights()
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self:KillFlashlights()
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self.Flashlights = {}
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@ -66,11 +66,11 @@ function SWEP:CreateFlashlightsVM()
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end
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function SWEP:KillFlashlights()
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self:KillFlashlightsVM()
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self:KillFlashlights()
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-- self:KillFlashlightsWM()
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end
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function SWEP:KillFlashlightsVM()
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function SWEP:KillFlashlights()
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if !self.Flashlights then return end
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for i, k in ipairs(self.Flashlights) do
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@ -82,9 +82,37 @@ function SWEP:KillFlashlightsVM()
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self.Flashlights = nil
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end
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function SWEP:DrawFlashlightsWM()
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if !self.Flashlights then
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self:CreateFlashlights()
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end
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for i, k in ipairs(self.Flashlights) do
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local model = (k.slottbl or {}).WModel
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if !model then continue end
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local pos, ang
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if !model then
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pos = self:GetOwner():EyePos()
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ang = self:GetOwner():EyeAngles()
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else
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pos = model:GetPos()
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ang = model:GetAngles()
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end
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-- ang:RotateAroundAxis(ang:Up(), 90)
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k.light:SetPos(pos)
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k.light:SetAngles(ang)
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k.light:Update()
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end
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end
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function SWEP:DrawFlashlightsVM()
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if !self.Flashlights then
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self:CreateFlashlightsVM()
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self:CreateFlashlights()
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end
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for i, k in ipairs(self.Flashlights) do
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@ -406,9 +406,7 @@ function SWEP:SetupModel(wm, lod, cm)
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end
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end
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if !wm then
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self:CreateFlashlightsVM()
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end
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self:CreateFlashlights()
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self:DoBodygroups(wm, cm)
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end
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