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Adds unhidden snipers that have visible weapons attached to them and are able to rotate/look at the target
Do note, they still shouldn't be used from close and preferrably placed far away, ontop of a rooftop due to the aiming is bit weird and the weapon placement needs adjustment with cvars (tho i think it depends on the model itself).
Additionally, the sniper can be damaged by regular weapons.
This PR might be useful to use npc_sniper as an regular enemy
Convars added:
sniper_riflemodeloverride the weapon model to be used by the sniper, default is the AR2. You might need to mess with the x,y,z convars to get it rightsniperrifle_offset_xthe 'x' offset without attachmentsniperrifle_offset_ythe 'y' offset without attachmentsniperrifle_offset_zthe 'z' offset without attachmentsniperrifle_offset_x_attachmentthe 'x' offset with attachmentsniperrifle_offset_y_attachmentthe 'y' offset with attachmentsniperrifle_offset_z_attachmentthe 'z' offset with attachmentsniperrifle_despawn_ttime it takes for the prop rifle to despawn when it's out of sightsniperrifle_use_attachmentwhether the rifle should be attached to an attachment point or guessing with anglessniperrifle_attachment_pointwhich attachment to attach tosv_npc_sniper_use_aiming_animsif the sniper gets thebits_CAP_AIM_GUNcapabilitysv_npc_sniper_should_rotate_bodyif the sniper should rotate it's body to aim at the targetsk_npc_sniper_easy_delaythe firing/paint delay on Easy difficultyDoes this PR close any issues?
PR Checklist
developbranch OR targets another branch with a specific goal in mindScreenshots