Added IW4x specific weapons
This should make it easier for peopole who wish to make changes to IW4x specific weapons, or weapons that IW4x made patches to.
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WEAPONFILE\displayName\WEAPON_SPAS12_BLING\playerAnimType\other\gunModel\viewmodel_spas12\gunModel2\viewmodel_spas12_woodland\gunModel3\viewmodel_spas12_desert\gunModel4\viewmodel_spas12_arctic\gunModel5\viewmodel_spas12_digital\gunModel6\viewmodel_spas12_red_urban\gunModel7\viewmodel_spas12_red_tiger\gunModel8\viewmodel_spas12_blue_tiger\gunModel9\viewmodel_spas12_orange_fall\handModel\viewmodel_base_viewhands\hideTags\tag_red_dot
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tag_foregrip
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tag_heartbeat
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tag_eotech\notetrackSoundMap\melee_knife_stab melee_knife_stab
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weap_spas12_lift_plr weap_spas12_lift_plr
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weap_spas12_open_plr weap_spas12_open_plr
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weap_spas12_loop_plr weap_spas12_loop_plr
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weap_spas12_close_plr weap_spas12_close_plr\notetrackRumbleMap\melee_knife_stab melee_knife_stab
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weap_spas12_lift_plr weap_spas12_lift_plr
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weap_spas12_open_plr weap_spas12_open_plr
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weap_spas12_loop_plr weap_spas12_loop_plr
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weap_spas12_close_plr weap_spas12_close_plr\idleAnim\viewmodel_spas12_HB_idle\emptyIdleAnim\viewmodel_spas12_HB_idle\fireAnim\viewmodel_spas12_HB_fire\lastShotAnim\viewmodel_spas12_HB_fire\rechamberAnim\viewmodel_spas12_HB_rechamber\meleeAnim\viewmodel_knife_melee_slice\meleeChargeAnim\viewmodel_knife_melee_stab\reloadAnim\viewmodel_spas12_HB_reload_loop\reloadEmptyAnim\viewmodel_spas12_HB_reload_loop\reloadStartAnim\viewmodel_spas12_HB_reload_in\reloadEndAnim\viewmodel_spas12_HB_reload_out\raiseAnim\viewmodel_spas12_HB_pullout\dropAnim\viewmodel_spas12_HB_putaway\firstRaiseAnim\viewmodel_spas12_HB_pullout\quickRaiseAnim\viewmodel_spas12_HB_pullout_quick\quickDropAnim\viewmodel_spas12_HB_putaway_quick\emptyRaiseAnim\viewmodel_spas12_HB_pullout\emptyDropAnim\viewmodel_spas12_HB_putaway\sprintInAnim\viewmodel_spas12_HB_sprint_in\sprintLoopAnim\viewmodel_spas12_HB_sprint_loop\sprintOutAnim\viewmodel_spas12_HB_sprint_out\nightVisionWearAnim\viewmodel_spas12_HB_NVG_puton\nightVisionRemoveAnim\viewmodel_spas12_HB_NVG_takeoff\adsFireAnim\viewmodel_spas12_HB_ADS_fire\adsLastShotAnim\viewmodel_spas12_HB_ADS_fire\adsRechamberAnim\viewmodel_spas12_HB_ADS_rechamber\adsUpAnim\viewmodel_spas12_ADS_up\adsDownAnim\viewmodel_spas12_ADS_down\meleeAnimR\viewmodel_knife_melee_slice\meleeChargeAnimR\viewmodel_knife_melee_stab\reloadAnimR\viewmodel_ranger_akimbo_R_reload\reloadEmptyAnimR\viewmodel_ranger_akimbo_R_reload\raiseAnimR\viewmodel_ranger_akimbo_R_pullout\dropAnimR\viewmodel_ranger_akimbo_R_putaway\firstRaiseAnimR\viewmodel_ranger_akimbo_R_pullout\quickRaiseAnimR\viewmodel_ranger_akimbo_R_pullout\quickDropAnimR\viewmodel_ranger_akimbo_R_putaway\emptyRaiseAnimR\viewmodel_ranger_akimbo_R_pullout\emptyDropAnimR\viewmodel_ranger_akimbo_R_putaway\sprintInAnimR\viewmodel_ranger_akimbo_R_sprint_in\sprintLoopAnimR\viewmodel_ranger_akimbo_R_sprint_loop\sprintOutAnimR\viewmodel_ranger_akimbo_R_sprint_out\adsUpAnimR\viewmodel_ranger_ADS\adsDownAnimR\viewmodel_ranger_ADS\idleAnimL\viewmodel_ranger_akimbo_L_idle\emptyIdleAnimL\viewmodel_ranger_akimbo_L_idle\fireAnimL\viewmodel_ranger_akimbo_L_fire\lastShotAnimL\viewmodel_ranger_akimbo_L_fire\meleeAnimL\viewmodel_knife_melee_slice\meleeChargeAnimL\viewmodel_knife_melee_stab\reloadAnimL\viewmodel_ranger_akimbo_L_reload\reloadEmptyAnimL\viewmodel_ranger_akimbo_L_reload\raiseAnimL\viewmodel_ranger_akimbo_L_pullout\dropAnimL\viewmodel_ranger_akimbo_L_putaway\firstRaiseAnimL\viewmodel_ranger_akimbo_L_pullout\quickRaiseAnimL\viewmodel_ranger_akimbo_L_pullout\quickDropAnimL\viewmodel_ranger_akimbo_L_putaway\emptyRaiseAnimL\viewmodel_ranger_akimbo_L_pullout\emptyDropAnimL\viewmodel_ranger_akimbo_L_putaway\sprintInAnimL\viewmodel_ranger_akimbo_L_sprint_in\sprintLoopAnimL\viewmodel_ranger_akimbo_L_sprint_loop\sprintOutAnimL\viewmodel_ranger_akimbo_L_sprint_out\adsUpAnimL\viewmodel_ranger_ADS\adsDownAnimL\viewmodel_ranger_ADS\weaponType\bullet\weaponClass\spread\penetrateType\small\penetrateMultiplier\2\impactType\bullet_explode\inventoryType\primary\fireType\Single Shot\offhandClass\None\viewFlashEffect\muzzleflashes/m4m203_silencer\worldFlashEffect\muzzleflashes/m4m203_silencer\pickupSound\weap_pickup\pickupSoundPlayer\weap_pickup\ammoPickupSound\weap_ammo_pickup\ammoPickupSoundPlayer\\projectileSound\\pullbackSound\\pullbackSoundPlayer\\fireSound\weap_aa12silenced_fire_npc\fireSoundPlayer\weap_aa12silenced_fire_plr\fireSoundPlayerAkimbo\weap_aa12silenced_fire_aki\loopFireSound\\loopFireSoundPlayer\\stopFireSound\\stopFireSoundPlayer\\lastShotSound\weap_aa12silenced_fire_npc\lastShotSoundPlayer\weap_aa12silenced_fire_plr\emptyFireSound\weap_dryfire_rifle_npc\emptyFireSoundPlayer\weap_dryfire_rifle_plr\meleeSwipeSound\melee_swing_large\meleeSwipeSoundPlayer\melee_winch1200_swing_plr\meleeHitSound\\meleeMissSound\\rechamberSound\weap_winch1200_pump_npc\rechamberSoundPlayer\\reloadSound\weap_m4benelli_reload_npc\reloadSoundPlayer\\reloadEmptySound\weap_m4benelli_reload_npc\reloadEmptySoundPlayer\\reloadStartSound\\reloadStartSoundPlayer\\reloadEndSound\\reloadEndSoundPlayer\\detonateSound\\detonateSoundPlayer\\nightVisionWearSound\\nightVisionWearSoundPlayer\\nightVisionRemoveSound\\nightVisionRemoveSoundPlayer\\raiseSound\weap_raise\raiseSoundPlayer\weap_raise_plr\firstRaiseSound\\firstRaiseSoundPlayer\\altSwitchSound\\altSwitchSoundPlayer\\putawaySound\weap_putaway\putawaySoundPlayer\\scanSound\\bounceSound\\viewShellEjectEffect\\worldShellEjectEffect\\viewLastShotEjectEffect\\worldLastShotEjectEffect\\reticleCenter\\reticleSide\reticle_side_small\reticleCenterSize\3\reticleSideSize\8\reticleMinOfs\0\activeReticleType\None\standMoveF\0\standMoveR\0\standMoveU\-0.5\standRotP\0\standRotY\0\standRotR\0\strafeMoveF\0\strafeMoveR\0.5\strafeMoveU\0\strafeRotP\0\strafeRotY\0\strafeRotR\5\duckedOfsF\0\duckedOfsR\0.8\duckedOfsU\0\duckedMoveF\-0.5\duckedMoveR\0\duckedMoveU\0\duckedRotP\0\duckedRotY\0\duckedRotR\0\proneOfsF\-0.5\proneOfsR\2\proneOfsU\0.8\proneMoveF\-100\proneMoveR\3\proneMoveU\-105\pronLine 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