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379
braf_weapons_sniper_rifles/762mm_HK417/model.cfg
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379
braf_weapons_sniper_rifles/762mm_HK417/model.cfg
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class CfgSkeletons
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{
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class AMF_714_Long_skeleton
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{
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pivotsModel="";
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isDiscrete = 0;
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skeletonInherit = "";
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skeletonBones[] =
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{
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"trigger", "", /// not in this model, but good to use
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"bolt", "",
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"bolt_catch", "",
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"magazine", "",
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"safety", "",
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"muzzleFlash", "",
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"OP", "",
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"ForeSight", "",
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"BackSight", ""
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};
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};
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class AMF_Bipod_614_long_skeleton
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{
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pivotsModel="";
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isDiscrete = 0;
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skeletonInherit = "";
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skeletonBones[] =
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{
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"bipod_legs", "",
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"bipod_leg_L", "bipod_legs",
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"leg_L", "bipod_leg_L",
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"bipod_leg_R", "bipod_legs",
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"leg_R", "bipod_leg_R"
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};
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};
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};
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class CfgModels
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{
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class Default
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{
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sectionsInherit="";
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sections[] = {};
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skeletonName = "";
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};
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class Optic: Default
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{
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sections[]=
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{
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"zasleh"
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};
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};
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class Weapon: Default
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{
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sections[]=
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{
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"zasleh"
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};
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htMin = 1; // Minimum half-cooling time (in seconds)
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htMax = 600; // Maximum half-cooling time (in seconds)
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afMax = 0; // Maximum temperature in case the model is alive (in celsius)
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mfMax = 0; // Maximum temperature when the model is moving (in celsius)
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mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
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tBody = 100; // Metabolism temperature of the model (in celsius)
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class Animations
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{
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class zaslehROT
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{
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type="rotation";
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source="clockMinute";
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sourceAddress="loop";
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selection="zasleh";
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begin="usti hlavne";
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end="konec hlavne";
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memory=1;
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minValue=0.0166665;
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maxValue=0.016666666666666666666666666666667;
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angle0="rad 0";
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angle1="rad 360";
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};
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class magazine_hide
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{
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type="hide";
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source="reloadMagazine";
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sourceAddress="mirror";
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selection="magazine";
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minValue=0.0;
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maxValue=0.4;
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hideValue=0.5;
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};
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class reload_ammobelt_hide: magazine_hide
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{
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selection="ammo_belt";
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};
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class reload_ammobelt_bottom_hide: magazine_hide
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{
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selection="ammo_belt_bottom";
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};
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class ammobelt_hide: magazine_hide
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{
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source="isEmpty";
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selection="ammo_belt";
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minValue=0.000000;
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maxValue=1.000000;
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hideValue=1.000000;
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};
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class ammobelt_bottom_hide: ammobelt_hide
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{
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selection="ammo_belt_bottom";
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};
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/// Hiding of magazine if weapon has none
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class no_magazine
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{
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type="hide";
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source="hasMagazine";
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selection="magazine";
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minValue=0.000000;
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maxValue=1.00000;
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hideValue=0.5;
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unhideValue = -1.0;
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};
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};
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};
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class Rifle: Weapon
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{
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class Animations: Animations
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{
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class magazine_hide:magazine_hide
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{
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sourceAddress="mirror";
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minValue=0.0;
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maxValue=0.56;
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hideValue=0.36;
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};
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class bolt_empty
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{
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type="translation";
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source="isEmpty";
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selection="bolt";
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axis="bolt_axis";
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memory=1;
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minValue=0.000000;
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maxValue=0.500000;
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offset0=0;
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offset1=0.5;
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};
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class bullet_cover
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{
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type="rotation";
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source="reload";
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sourceAddress="mirror";
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selection="bullet_cover";
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axis="bullet_cover_axis";
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memory=1;
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minValue=0.0;
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maxValue=0.5;
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angle0=0;
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angle1=-0.4;
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};
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class bolt_fire_begin
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{
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type="translation";
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source="reload";
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selection="bolt";
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axis="bolt_axis";
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memory=1;
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minValue=0.000000;
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maxValue=0.300000;
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offset0=0;
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offset1=0.5;
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};
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class bolt_fire_end:bolt_fire_begin
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{
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minValue=0.500000;
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maxValue=1.000000;
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offset0=0;
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offset1=-0.5;
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};
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class bolt_reload_begin
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{
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type="translation";
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source="reloadMagazine";
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selection="bolt";
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axis="bolt_axis";
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memory=1;
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minValue=0.1;
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maxValue=0.15;
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offset0=0;
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offset1=0.5;
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};
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class bolt_reload_end:bolt_reload_begin
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{
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minValue=0.980000;
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maxValue=1.000000;
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offset0=0;
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offset1=-0.5;
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};
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};
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};
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class AMF_714_Long_Base: Rifle
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{
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skeletonName = "AMF_714_Long_skeleton";
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sectionsInherit = "";
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sections[] = {"muzzleFlash","Camo1","camo2","camo3"};
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class Animations
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{
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class trigger /// not in this model, but good to use
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{
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type = "rotation";
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source = "reload";
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sourceAddress = "clamp";
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selection = "trigger";
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axis = "trigger_axis";
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minValue = 0;
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maxValue = "1";
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angle0 = "0";
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angle1 = "rad -30";
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};
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class bolt
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{
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type = "translation";
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source = "reload";
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sourceAddress = clamp;
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selection = "bolt";
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axis = "bolt_axis";
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minValue = 0.5;
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maxValue = 1;
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offset0 = 0;
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offset1 = 0.3;
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};
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class bolt_2: bolt
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{
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minValue = 0;
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maxValue = 0.5;
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offset0 = 0;
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offset1 = 0.7;
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};
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class bolt_empty: bolt{
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source = "isEmptyNoReload";
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minValue = 0;
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maxValue = 1;
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offset0 = 0;
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offset1 = 1;
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};
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class bolt_reload_move_1: bolt_empty {
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source="reloadMagazine"; // z: should work like that only if weapon is empty
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minValue=0;
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maxValue=0.00001;
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};
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class bolt_reload_move_2: bolt_reload_move_1 {
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source="reloadMagazine"; // z: should work like that only if weapon is empty
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minValue=0.78;
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maxValue=0.80;
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offset1 = -1;
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};
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class bolt_catch: bolt {
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selection = "bolt_catch";
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axis = "bolt_catch_axis";
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};
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class bolt_catch_2: bolt_2 {
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selection = "bolt_catch";
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axis = "bolt_catch_axis";
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};
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class bolt_catch_empty: bolt_empty {
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selection = "bolt_catch";
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axis = "bolt_catch_axis";
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};
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class bolt_catch_reload_move_1: bolt_reload_move_1 {
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selection = "bolt_catch";
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axis = "bolt_catch_axis";
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};
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class bolt_catch_reload_move_2: bolt_reload_move_2 {
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selection = "bolt_catch";
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axis = "bolt_catch_axis";
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};
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class magazine_hide
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{
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type="hide";
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source="reloadMagazine";
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selection="magazine";
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minValue=0.000000;
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maxValue=1.00000;
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hideValue=0.188;
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unhideValue = 0.550;
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};
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class no_magazine
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{
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type="hide";
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source="hasMagazine";
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selection="magazine";
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minValue=0.000000;
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maxValue=1.00000;
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hideValue=0.5;
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unhideValue = -1.0;
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};
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class magazine_reload_move_1
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{
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type = "translation";
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source = "reloadMagazine";
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selection = "magazine";
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axis = "magazine_axis";
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minValue = 0.145;
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maxValue = 0.170;
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offset0 = 0.0;
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offset1 = 0.5;
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};
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class magazine_reload_move_2: magazine_reload_move_1
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{
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minValue = 0.573;
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maxValue = 0.602;
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offset0 = 0.0;
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offset1 = -0.5;
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};
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class muzzleFlashROT
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{
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type="rotationX";
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source="ammoRandom"; //use ammo count as phase for animation
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sourceAddress="loop"; //loop when phase out of bounds
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selection="muzzleFlash"; //selection we want to rotate
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axis=""; //no own axis - center of rotation is computed from selection
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centerFirstVertex=true; //use first vertex of selection as center of rotation
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minValue=0;
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maxValue=4; //rotation angle will be 360/4 = 90 degrees
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angle0="rad 0";
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angle1="rad 360";
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};
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class OP_ROT
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{
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type="rotation";
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source="zeroing2"; // use second muzzle zeroing for rotation
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sourceAddress="loop"; // loop when phase out of bounds
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selection="OP"; // selection we want to rotate
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axis="OP_axis"; // has its own axis
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minValue=0;
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maxValue=3;
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angle0="rad 0";
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angle1="rad 65";
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};
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class BackSight_optic
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{
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type="rotation";
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source="hasOptics";
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selection="BackSight";
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axis="BackSight_axis";
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memory=1;
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minValue=0.0000000;
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maxValue=1.0000000;
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angle0=0.000000;
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angle1=(rad 90);
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};
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class ForeSight_optic: BackSight_optic
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{
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selection="ForeSight";
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axis="ForeSight_axis";
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angle1=(rad 90);
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};
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// Rotation of fire mode switch
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class safety_mode_rot
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{
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type = rotation;
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source = weaponMode;
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selection = "safety";
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axis = "safety_axis";
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memory = 1;
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minValue = 0;
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maxValue = 0.25;
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angle0 = 0;
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angle1 = (rad -90);
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};
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};
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};
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class AMF_417_long : AMF_714_Long_Base {};
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};
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