Yes Its here already!
Firearms: Source Client & Server Patch 1.0c AND 1.0d (EXE)
http://firearms-source.com/index.php?page=downloads#10c
Changelog 1.0 to 1.0c
* Heavy weapon moving view model effect changed to a more suitable one.
* Heavy weapons with scopes can be unscoped while moving now (right click will unscope rather than going to the next zoom level on the M82 while moving)
* Hitbox damage multipliers buffed (head: 2.5x, chest: 1.3x, stomach: 1.0x, arms: 0.7x, legs: 0.5x), no longer using cvars
* Forced M24 unscope on reload
* Fixed scoped recoil modifiers
* Bleeding players will spurt blood when they go through a bleed cycle
* Push and Territorial Control areas will show in the screen overlay (just like the S&D entities do)
* Claymore damaged has been amplified - I screwed this one up right before release by accident when I was trying to chop out some unnecessary effect code that was causing spikes in net traffic. This is just the un-screwup. -cjd
* Fixed ammo caches not giving ammo
* Added randomization to the player model appearance
* Bandage key doesn't set IFAK as last weapon
* M3 reload animations should be smoother
* Interruptible M3 reload (either +attack or +attack2 will do it)
* Transition for aiming down the sight shouldn't jitter as much
* Hospice flag placement now uses Valve's progress bar code
* Added Hints for Hospice Flag deploying and upon entering an area
* Healing target HUD element now stays on the player you're healing as you're healing them
* M24 no longer takes ages to cock after shooting
* Weapons don't play the idle animation as much - this is most noticeable on the G36C
* Within the radius of a hospice flag, medics heal twice as much as they would do normally, rather than just adding 10 onto the healed HP
* AK-47 bayonet's damage now matches the Machete's, slight range buff.
* Stamina drain for sprinting reduced, low stamina penalty now waits until you're on 5% stamina rather than 15%
* Fixed instance where last player on 0 reins team disconnects and doesn't end the game
* View model bob cycle tweaked, should give off a less "floating" feel
* G36C has half the recoil when scoped now
* Drop primed grenades on death
* Added radio and voice command menus
* Added hints relating to IFAK
* Mappers: fas_game_logic_reins now checks to see if the new reins value dipped below the threshold when the previous value was above it
* fas_rein_notification entity being present on a map won't cause it to not work (aliased to fas_game_logic_reins for backwards compat).
* You can change the alpha of the objective/player icon overlay (cl_overlay_icons_alpha, value is between 0 and 1)
* If you change the maximum distance of the obj/player overlay to a value < 0, icons will not fade out at distance (cl_overlay_fade_distance)
* Pressing your jump key while prone will make you unprone (same as when you press the normal prone key)
* You can no longer prone in mid-air
* Client-side ragdolls will only spawn after the player has joined the game and started playing, this should prevent ragdolls from spawning immediately when a player joins the server causing severe lag.
* Added client-side dynamic lighting to NVG's to simulate light amplification in the world. Can be turned off if FPS is an issue (cl_nvg_dlight)
* Changed tracer effect on the machine guns to use a red particle tracer instead of the old yellow non-particle version
* Improved semi-automatic assault rifle accuracy, bullet cone is 75% - down from 90%
* Improved semi-automatic SMG accuracy, bullet cone is 85% - down from 95%
* Improved burst fire on SMGs and ARs to 90% original cone.
* Increase assault rifle recoil
* Better player hitboxes on model
* M82 recoil increased, rate of fire decreased (you have to wait longer for the weapon to re-fire)
* You now start bleeding after taking 30 damage rather than 20
* You can no longer jump while deployed
* Fixed exploits on Iwojima and Dragovo
* Brightened darker maps and pitch black areas
* Added proper control point entity for HUD flag placement
* Lowered damages of high ROF weapons

Firearms: Source Client & Server Patch 1.0c AND 1.0d (EXE)
http://firearms-source.com/index.php?page=downloads#10c
Changelog 1.0 to 1.0c
* Heavy weapon moving view model effect changed to a more suitable one.
* Heavy weapons with scopes can be unscoped while moving now (right click will unscope rather than going to the next zoom level on the M82 while moving)
* Hitbox damage multipliers buffed (head: 2.5x, chest: 1.3x, stomach: 1.0x, arms: 0.7x, legs: 0.5x), no longer using cvars
* Forced M24 unscope on reload
* Fixed scoped recoil modifiers
* Bleeding players will spurt blood when they go through a bleed cycle
* Push and Territorial Control areas will show in the screen overlay (just like the S&D entities do)
* Claymore damaged has been amplified - I screwed this one up right before release by accident when I was trying to chop out some unnecessary effect code that was causing spikes in net traffic. This is just the un-screwup. -cjd
* Fixed ammo caches not giving ammo
* Added randomization to the player model appearance
* Bandage key doesn't set IFAK as last weapon
* M3 reload animations should be smoother
* Interruptible M3 reload (either +attack or +attack2 will do it)
* Transition for aiming down the sight shouldn't jitter as much
* Hospice flag placement now uses Valve's progress bar code
* Added Hints for Hospice Flag deploying and upon entering an area
* Healing target HUD element now stays on the player you're healing as you're healing them
* M24 no longer takes ages to cock after shooting
* Weapons don't play the idle animation as much - this is most noticeable on the G36C
* Within the radius of a hospice flag, medics heal twice as much as they would do normally, rather than just adding 10 onto the healed HP
* AK-47 bayonet's damage now matches the Machete's, slight range buff.
* Stamina drain for sprinting reduced, low stamina penalty now waits until you're on 5% stamina rather than 15%
* Fixed instance where last player on 0 reins team disconnects and doesn't end the game
* View model bob cycle tweaked, should give off a less "floating" feel
* G36C has half the recoil when scoped now
* Drop primed grenades on death
* Added radio and voice command menus
* Added hints relating to IFAK
* Mappers: fas_game_logic_reins now checks to see if the new reins value dipped below the threshold when the previous value was above it
* fas_rein_notification entity being present on a map won't cause it to not work (aliased to fas_game_logic_reins for backwards compat).
* You can change the alpha of the objective/player icon overlay (cl_overlay_icons_alpha, value is between 0 and 1)
* If you change the maximum distance of the obj/player overlay to a value < 0, icons will not fade out at distance (cl_overlay_fade_distance)
* Pressing your jump key while prone will make you unprone (same as when you press the normal prone key)
* You can no longer prone in mid-air
* Client-side ragdolls will only spawn after the player has joined the game and started playing, this should prevent ragdolls from spawning immediately when a player joins the server causing severe lag.
* Added client-side dynamic lighting to NVG's to simulate light amplification in the world. Can be turned off if FPS is an issue (cl_nvg_dlight)
* Changed tracer effect on the machine guns to use a red particle tracer instead of the old yellow non-particle version
* Improved semi-automatic assault rifle accuracy, bullet cone is 75% - down from 90%
* Improved semi-automatic SMG accuracy, bullet cone is 85% - down from 95%
* Improved burst fire on SMGs and ARs to 90% original cone.
* Increase assault rifle recoil
* Better player hitboxes on model
* M82 recoil increased, rate of fire decreased (you have to wait longer for the weapon to re-fire)
* You now start bleeding after taking 30 damage rather than 20
* You can no longer jump while deployed
* Fixed exploits on Iwojima and Dragovo
* Brightened darker maps and pitch black areas
* Added proper control point entity for HUD flag placement
* Lowered damages of high ROF weapons
Last edited: