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Aside of the damage nerf against the tank, the main thing is that when you scope-in whit the scout, you will move at the same speed as unscoped. (Like Counter Strike. Finally figured out how to implement it.)
Also cleaning up some code.
The AWP version uses the Browning Ammo (The turret from L4D2), since it doesn't have reserve ammo, Hex reused it and made a custom ammo amount.
So if you removed it, you wouldn't be able to have the reserve ammo amount and 1-shot capability.
In L4D2's code, reserve ammo and ammo type is tied to "weapon classes".
You scope-in while standing still, jump and right at the peak of the jump (when the game forces you to scope out) you shoot.
Thank you for pointing it :o
I didn't realize. Fixed the oversight.
Thank you!
@K
Yea, I was actually expecting to see a Scout version so I waited. But since it never came, I was unsure of making it since many people did scripts for the Scout. Most I tried just made it too strong or do very minor edits. I figured it would be nice that I took the concept as closely as HexToMax's AWP and I even saw the text files for CSGO's Scout. But then I realized that the mechanics/stats are surprisingly drastic to L4D's;
So I just took the role that it has in CS as a rule (to be the most mobile sniper), and based the stats to the other L4D weapons, so it could feel like a L4D weapon but at the same time have its niche from CS.