251 lines
		
	
	
	
		
			8.7 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			251 lines
		
	
	
	
		
			8.7 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
config.throwableWeapons = {
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    weapon_grenade = true,
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    weapon_bzgas = true,
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    weapon_molotov = true,
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    weapon_flare = true,
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    weapon_stickybomb = true,
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    weapon_proxmine = true,
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    weapon_snowball = true,
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    weapon_pipebomb = true,
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    weapon_ball = true,
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    weapon_smokegrenade = true,
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    weapon_acidpackage = true,
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    weapon_throwingshoered = true
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}
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config.removeWeaponWhenEnteringVehicle = false -- Remove the weapon when entering the vehicle
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-- Required for police weapons. If the police weapon is added in your items.lua, the assigned jobs can use this weapon. (Police weapons are automatically added to your item list.)
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-- Normal weapon: weapon_pistol
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-- Police weapon: weapon_police_pistol
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config.weaponPoliceJobs = { "police" } -- Jobs that can use police weapons
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config.disableWeaponWhip = true        -- Disabling weapon whipping
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config.disableWeaponAnimation = true  -- Make this true if you want to disable the holster animation
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config.disableWeaponsAnimation = {     -- Holster animation is disabled for weapons added to the list
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    weapon_snowball = true,
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}
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config.weaponAnimation = {
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    police = {  -- Job name
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        add = { -- Animation of grabbing the weapon in hand and duration (in ms)
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            animDictionary = "rcmjosh4",
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            animationName = "josh_leadout_cop2",
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            time = 300
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        },
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        remove = { -- Animation of putting the weapon back from hand and duration (in ms)
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            animDictionary = "reaction@intimidation@cop@unarmed",
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            animationName = "intro",
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            time = 250
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        },
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    },
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    otherJobs = { -- OTHER JOBS than the ones above ^
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        add = {   --  Animation of grabbing the weapon in hand and duration (in ms)
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            animDictionary = "reaction@intimidation@1h",
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            animationName = "intro",
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            time = 1200
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        },
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        remove = { -- Animation of putting the weapon back from hand and duration (in ms)
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            animDictionary = "reaction@intimidation@1h",
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            animationName = "outro",
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            time = 1200
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        },
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    }
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}
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-- Add here the weapons that cannot be picked up in the vehicle in gta, that is, weapons that cannot be fired from inside the vehicle
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-- You can pick up the weapons you add here while you are in the vehicle, so that when you get out of the vehicle, the weapon is in your hand.
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config.bigWeapons = {
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    [`weapon_smg`] = true,
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    [`weapon_smg_mk2`] = true,
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    [`weapon_assaultsmg`] = true,
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    [`weapon_combatpdw`] = true,
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    [`weapon_raycarbine`] = true,
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    [`weapon_pumpshotgun`] = true,
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    [`weapon_pumpshotgun_mk2`] = true,
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    [`weapon_sawnoffshotgun`] = true,
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    [`weapon_assaultshotgun`] = true,
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    [`weapon_bullpupshotgun`] = true,
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    [`weapon_musket`] = true,
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    [`weapon_heavyshotgun`] = true,
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    [`weapon_dbshotgun`] = true,
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    [`weapon_autoshotgun`] = true,
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    [`weapon_assaultrifle`] = true,
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    [`weapon_assaultrifle_mk2`] = true,
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    [`weapon_carbinerifle`] = true,
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    [`weapon_carbinerifle_mk2`] = true,
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    [`weapon_advancedrifle`] = true,
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    [`weapon_specialcarbine`] = true,
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    [`weapon_specialcarbine_mk2`] = true,
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    [`weapon_bullpuprifle`] = true,
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    [`weapon_bullpuprifle_mk2`] = true,
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    [`weapon_compactrifle`] = true,
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    [`weapon_mg`] = true,
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    [`weapon_combatmg`] = true,
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    [`weapon_combatmg_mk2`] = true,
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    [`weapon_gusenberg`] = true,
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    [`weapon_sniperrifle`] = true,
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    [`weapon_heavysniper`] = true,
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    [`weapon_heavysniper_mk2`] = true,
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    [`weapon_marksmanrifle`] = true,
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    [`weapon_marksmanrifle_mk2`] = true,
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    [`weapon_rpg`] = true,
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    [`weapon_grenadelauncher`] = true,
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    [`weapon_grenadelauncher_smoke`] = true,
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    [`weapon_minigun`] = true,
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    [`weapon_firework`] = true,
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    [`weapon_railgun`] = true,
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    [`weapon_hominglauncher`] = true,
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    [`weapon_compactlauncher`] = true,
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    [`weapon_rayminigun`] = true,
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    [`weapon_dagger`] = true,
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    [`weapon_bat`] = true,
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    [`weapon_bottle`] = true,
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    [`weapon_crowbar`] = true,
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    [`weapon_unarmed`] = true,
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    [`weapon_flashlight`] = true,
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    [`weapon_golfclub`] = true,
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    [`weapon_hammer`] = true,
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    [`weapon_hatchet`] = true,
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    [`weapon_knuckle`] = true,
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    [`weapon_knife`] = true,
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    [`weapon_machete`] = true,
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    [`weapon_switchblade`] = true,
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    [`weapon_nightstick`] = true,
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    [`weapon_wrench`] = true,
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    [`weapon_battleaxe`] = true,
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    [`weapon_poolcue`] = true,
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    [`weapon_stone_hatchet`] = true,
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}
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-- Weapon Durabilty Values (Shooting max ammo before breaking)
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local weaponList = {
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    -- Handguns
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    weapon_stungun               = 100,
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    weapon_pistol                = 500,
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    weapon_pistol_mk2            = 500,
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    weapon_combatpistol          = 500,
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    weapon_appistol              = 500,
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    weapon_pistol50              = 500,
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    weapon_snspistol             = 500,
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    weapon_heavypistol           = 500,
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    weapon_vintagepistol         = 500,
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    weapon_flaregun              = 500,
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    weapon_marksmanpistol        = 500,
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    weapon_revolver              = 500,
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    weapon_revolver_mk2          = 500,
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    weapon_doubleaction          = 500,
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    weapon_snspistol_mk2         = 500,
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    weapon_raypistol             = 500,
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    weapon_ceramicpistol         = 500,
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    weapon_navyrevolver          = 500,
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    weapon_gadgetpistol          = 500,
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    weapon_pistolxm3             = 500,
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    -- Submachine Guns
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    weapon_microsmg              = 1000,
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    weapon_smg                   = 1000,
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    weapon_smg_mk2               = 1000,
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    weapon_assaultsmg            = 1000,
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    weapon_combatpdw             = 1000,
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    weapon_machinepistol         = 1000,
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    weapon_minismg               = 1000,
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    weapon_raycarbine            = 1000,
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    -- Shotguns
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    weapon_pumpshotgun           = 150,
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    weapon_sawnoffshotgun        = 150,
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    weapon_assaultshotgun        = 150,
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    weapon_bullpupshotgun        = 150,
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    weapon_musket                = 150,
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    weapon_heavyshotgun          = 150,
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    weapon_dbshotgun             = 150,
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    weapon_autoshotgun           = 150,
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    weapon_pumpshotgun_mk2       = 150,
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    weapon_combatshotgun         = 150,
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    -- Assault Rifles
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    weapon_assaultrifle          = 2000,
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    weapon_assaultrifle_mk2      = 2000,
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    weapon_carbinerifle          = 2000,
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    weapon_carbinerifle_mk2      = 2000,
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    weapon_advancedrifle         = 2000,
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    weapon_specialcarbine        = 2000,
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    weapon_bullpuprifle          = 2000,
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    weapon_compactrifle          = 2000,
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    weapon_specialcarbine_mk2    = 2000,
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    weapon_bullpuprifle_mk2      = 2000,
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    weapon_militaryrifle         = 2000,
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    -- Light Machine Guns
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    weapon_mg                    = 3000,
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    weapon_combatmg              = 3000,
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    weapon_gusenberg             = 3000,
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    weapon_combatmg_mk2          = 3000,
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    -- Sniper Rifles
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    weapon_sniperrifle           = 50,
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    weapon_heavysniper           = 50,
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    weapon_marksmanrifle         = 50,
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    weapon_remotesniper          = 50,
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    weapon_heavysniper_mk2       = 50,
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    weapon_marksmanrifle_mk2     = 50,
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    -- Heavy Weapons
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    weapon_rpg                   = 10,
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    weapon_grenadelauncher       = 10,
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    weapon_grenadelauncher_smoke = 10,
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    weapon_minigun               = 10,
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    weapon_firework              = 10,
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    weapon_railgun               = 10,
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    weapon_railgunxm3            = 10,
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    weapon_hominglauncher        = 10,
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    weapon_compactlauncher       = 10,
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    weapon_rayminigun            = 10,
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    -- Softair Waffen
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    weapon_airsoftak47           = 1000,
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    weapon_airsoftm4             = 1000,
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    weapon_airsoftm249           = 1000,
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    weapon_airsoftmircouzi       = 1000,
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    weapon_airsoftmp5            = 1000,
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    weapon_airsoftr700           = 1000,
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    weapon_airsoftr870           = 1000,
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    weapon_airsoftglock20        = 1000,
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    weapon_airsoftg36c           = 1000,
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}
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-- Melee Weapons Durabilty Values (second)
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local meleeList = {
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    weapon_dagger = 432000,
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    weapon_bat = 432000,
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    weapon_bottle = 432000,
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    weapon_crowbar = 432000,
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    weapon_unarmed = 432000,
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    weapon_flashlight = 432000,
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    weapon_golfclub = 432000,
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    weapon_hammer = 432000,
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    weapon_hatchet = 832000,
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    weapon_knuckle = 432000,
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    weapon_knife = 432000,
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    weapon_machete = 432000,
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    weapon_switchblade = 432000,
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    weapon_nightstick = 432000,
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    weapon_wrench = 432000,
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    weapon_battleaxe = 432000,
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    weapon_poolcue = 432000,
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    weapon_stone_hatchet = 432000,
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    weapon_candycane = 432000,
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    weapon_stunrod = 432000,
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}
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config.weaponBreakAmount = {}      -- Don't change
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config.maleeWeaponBreakAmount = {} -- Don't change
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for weapon, int in pairs(weaponList) do
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    config.weaponBreakAmount[weapon] = int
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    config.weaponBreakAmount[weapon:gsub("weapon_", "weapon_police_")] = int
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end
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for weapon, int in pairs(meleeList) do
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    config.maleeWeaponBreakAmount[weapon] = int
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    config.maleeWeaponBreakAmount[weapon:gsub("weapon_", "weapon_police_")] = int
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end
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