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Actually, it looks way better to cycle empty than to wait until the chamber is cleared by reloading (especially since the spent casing doesn't reflect the difference!)
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@ -82,7 +82,6 @@ public class GunGrenadeFactory {
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config.allowsInfinity = true;
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config.crosshair = Crosshair.L_CIRCUMFLEX;
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config.firingSound = "hbm:weapon.glShoot";
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config.firingSoundEmpty = "hbm:weapon.glShootEmpty";
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config.reloadSound = GunConfiguration.RSOUND_GRENADE_NEW;
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config.reloadSoundEnd = false;
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@ -207,7 +207,6 @@
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"weapon.coilgunShoot": {"category": "player", "sounds": [{"name": "weapon/coilgunShoot", "stream": false}]},
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"weapon.glReload": {"category": "player", "sounds": [{"name": "weapon/glReload", "stream": false}]},
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"weapon.glShoot": {"category": "player", "sounds": [{"name": "weapon/glShoot", "stream": false}]},
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"weapon.glShootEmpty": {"category": "player", "sounds": [{"name": "weapon/glShootEmpty", "stream": false}]},
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"weapon.44Shoot": {"category": "player", "sounds": [{"name": "weapon/44Shoot", "stream": false}]},
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"weapon.trainImpact": {"category": "player", "sounds": [{"name": "weapon/trainImpact", "stream": false}]},
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