AddCSLuaFile()

PrecacheParticleSystem("AC_muzzle_shotgun")
PrecacheParticleSystem("AC_muzzle_shotgun_db")
PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
PrecacheParticleSystem("AC_muzzle_pistol_ejection")
PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel")
PrecacheParticleSystem("AC_muzzle_minigun_smoke_barrel")

-- SWEP.BulletList = {"j_shell01"}

include("animations.lua")
include("customization.lua")

if CLIENT then
    killicon.Add( "mg_oscar12", "VGUI/entities/mg_oscar12", Color(255, 0, 0, 255))
    SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sh_oscar12")
end

SWEP.Base = "mg_base"
SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset", "grip_queer_offset"}

SWEP.PrintName = "Origin-12"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Shotguns"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_oscar12.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_oscar12.mdl")
SWEP.Trigger = {
    PressedSound = Sound("weap_oscar12_fire_plr_first"),
    ReleasedSound = Sound("weap_sh_charlie725_disconnector_plr"),
    Time = 0.025
}

SWEP.Slot = 3
SWEP.HoldType = "Rifle"

SWEP.Primary.Sound = Sound("weap_oscar12_fire_plr")
SWEP.Primary.Ammo = "Buckshot"
SWEP.Primary.ClipSize = 8
SWEP.Primary.Automatic = true
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 300  
SWEP.CanChamberRound = true  
SWEP.CanDisableAimReload = false
  
SWEP.ParticleEffects = {
    ["MuzzleFlash"] = "mw_fas2_muzzleflash_shotgun",
    ["MuzzleFlash_DB"] = "mw_fas2_muzzleflash_slug",
    ["MuzzleFlash_Suppressed"] = "mw_fas2_muzzleflash_suppressed",
    ["Ejection"] = "mw_ins2_shell_eject", 
    ["Overheating"] = "AC_muzzle_pistol_smoke_barrel", 
}

SWEP.Reverb = { 
    RoomScale = 50000, --(cubic hu)
    --how big should an area be before it is categorized as 'outside'?

    Sounds = {
        Outside = {
            Layer = Sound("Atmo_Sniper.Outside"),
            Reflection = Sound("Reflection_Shotgun.Outside")
        },

        Inside = { 
            Layer = Sound("Atmo_Shotgun.Inside"),
            Reflection = Sound("Reflection_Sniper.Inside")
        }
    }
}

SWEP.Firemodes = {

    [1] = {
        Name = "Semi Auto",
        OnSet = function(self)
            self.Primary.Automatic = false
            return "Firemode_Semi"
        end
    },

}

SWEP.BarrelSmoke = {
    Particle = "AC_muzzle_minigun_smoke_barrel",
    Attachment = "muzzle",
    ShotTemperatureIncrease = 75,
    TemperatureThreshold = 100, --temperature that triggers smoke
    TemperatureCooldown = 100 --degrees per second
}

SWEP.Cone = {
    Hip = 1, --accuracy while hip
    Ads = 1, --accuracy while aiming
    Increase = 0.085, --increase cone size by this amount every time we shoot
    AdsMultiplier = 0.15, --multiply the increase value by this amount while aiming
    Max = 1.7, --the cone size will not go beyond this size
    Decrease = 0.24, -- amount (in seconds) for the cone to completely reset (from max)
    Seed = 54725 --just give this a random number
}

SWEP.Recoil = {
    Vertical = {4, 6.5}, --random value between the 2
    Horizontal = {-1.75, 2.75}, --random value between the 2
    Shake = 4, --camera shake
    AdsMultiplier = 0.35, --multiply the values by this amount while aiming
    Seed = 6874, --give this a random number until you like the current recoil pattern
}

SWEP.Bullet = {
    Damage = {90, 35}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
    EffectiveRange = 10, --in meters, damage scales within this distance
    DropOffStartRange = 15,
    Range = 40, --in meters, after this distance the bullet stops existing
    Tracer = false, --show tracer
    NumBullets = 6, --the amount of bullets to fire
    PhysicsMultiplier = 1.7, --damage is multiplied by this amount when pushing objects
    HeadshotMultiplier = 1,
    Penetration = {
        DamageMultiplier = 0.94, --how much damaged is multipled by when leaving a surface.
        MaxCount = 10, --how many times the bullet can penetrate.
        Thickness = 12, --in hu, how thick an obstacle has to be to stop the bullet.
    }
}

SWEP.Zoom = {
    FovMultiplier = 0.95,
    ViewModelFovMultiplier = 1,
    Blur = {
        EyeFocusDistance = 15
    }
}

SWEP.WorldModelOffsets = {
    Bone = "tag_sling",
    Angles = Angle(0,100,-90),
    Pos = Vector(3,-5,-3)
}

SWEP.ViewModelOffsets = {
    Aim = {
        Angles = Angle(0, 0, 0),
        Pos = Vector(0, 3, 0)
    },
    Idle = {
        Angles = Angle(0, 0, 0),
        Pos = Vector(0, 0, 0)
    },
    Inspection = {
        Bone = "tag_sling",
        X = {
            [0] = {Pos = Vector(0, 3, 3), Angles = Angle(40, 0, -30)},
            [1] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, 0, 0)}
        },
        Y = {
            [0] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, 20, 0)},
            [1] = {Pos = Vector(4, 0, 1.5), Angles = Angle(10, -20, 0)}
        }
    },
    
    RecoilMultiplier = 6,
    KickMultiplier = 1.3,
    AimKickMultiplier = 0.45
}

SWEP.Shell = "mwb_shelleject_12g"

DEFINE_BASECLASS("mg_base")
SWEP.bEnableMagPoseParam = false

function SWEP:PostDrawViewModel(vm, weapon, ply)
    BaseClass.PostDrawViewModel(self, vm, weapon, ply)
    
    if (self.bEnableMagPoseParam) then
        self:UpdateMagPoseParam(self:GetMaxClip1() - self:Clip1())
    end
end

function SWEP:AllowRuntimeMagPoseParam(allow)
    self.bEnableMagPoseParam = allow
end

local tiny = Vector(0.01, 0.01, 0.01)
local normal = Vector(1, 1, 1)

-- function SWEP:UpdateMagPoseParam(val)
--     self.m_ViewModel:SetPoseParameter("bullets_offset", val)

--     for b = 1, 25, 1 do
--         local bone = "j_drumshell"..b

--         if (b < 5) then
--             bone = "j_shell"..b
--         end

--         local bId = self:LookupBoneCached(self.m_ViewModel, bone)
        
--         if (bId != nil) then
--             self.m_ViewModel:ManipulateBoneScale(bId, self:GetMaxClip1() - (val + 1) < b && tiny || normal)
--         end
--     end

--     --im not touchign the above code as it changes the drum mag and jake spent like 60 years on it
--     self:RemoveBulletsBasedOnClip(self:GetAttachmentModels("Magazines"), self.BulletList)
--     --gun uses duplicate model for mag no need to do anim events
-- end