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You're talking about the specular map (= roughness/metallic in modern software) for $phong and $envmapmask, both of which can be added into the alpha channel of the basetexture or normalmap. More information can be found here.
The most common method is to add it to the alpha channel of the normal if you have it, as it has more options. Using the alpha channel of the basetexture works, but won't work on translucent materials in CS:GO.
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