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Refosel
2026-03-30 10:39:52 +03:00
commit 2b57c019cb
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AddCSLuaFile()
SWEP.Animations = {
["Idle"] = {--idle is a special animation index, movement animations are played when this is on
Sequences = {"idle"},
Fps = 30
--does not need NextSequence to loop, it's an exception to the rule
},
["Draw"] = {
Sequences = {"draw"},
Length = 0.5,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_357.Raise")) end}
}
},
["Holster"] = {
Sequences = {"holster"},
Length = 0.4,
Fps = 30,
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_357.Drop")) end}
}
},
["Equip"] = {
Sequences = {"draw_First"},
Length = 1.5,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_357.Raise_First.Up")) end},
{Time = 0.4, Callback = function(self) self:DoSound(Sound("MW19_357.Raise_First.Open")) end},
{Time = 0.4, Callback = function(self) self:DoSound(Sound("MW19_357.Raise_First.Close")) end},
{Time = 0.53, Callback = function(self) self:DoSound(Sound("MW19_357.Raise_First.End")) end}
}
},
["Reload"] = {
Sequences = {"reload"},
Length = 3,
Fps = 30,
MagLength = 2.2,
NextSequence = "Idle",
Events = {
{Time = 0.066, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_Start")) end},
{Time = 0.36, Callback = function(self) self:DoSound(Sound("MW19_357.Open")) end},
{Time = 0.63, Callback = function(self) self:DoSound(Sound("MW19_357.Ejectorrod")) end},
{Time = 0.73, Callback = function(self) self:DoSound(Sound("MW19_357.Shelleject")) end},
{Time = 1.96, Callback = function(self) self:DoSound(Sound("MW19_357.Speedloader")) end},
{Time = 2.56, Callback = function(self) self:DoSound(Sound("MW19_357.Close")) end},
{Time = 2.7, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_End")) end}
}
},
["Reload_Fast"] = {
Sequences = {"reload_fast"},
Length = 2,
Fps = 30,
MagLength = 1.33,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_Start_Fast")) end},
{Time = 0.2, Callback = function(self) self:DoSound(Sound("MW19_357.Open_Fast")) end},
{Time = 0.4, Callback = function(self) self:DoSound(Sound("MW19_357.Ejectorrod_Fast")) end},
{Time = 0.46, Callback = function(self) self:DoSound(Sound("MW19_357.Shelleject_Fast")) end},
{Time = 0.96, Callback = function(self) self:DoSound(Sound("MW19_357.Speedloader_Fast")) end},
{Time = 1.45, Callback = function(self) self:DoSound(Sound("MW19_357.Close_Fast")) end},
{Time = 1.66, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_End_Fast")) end}
}
},
["Reload_Empty"] = {
Sequences = {"reload"},
Length = 3,
Fps = 30,
MagLength = 2.2,
NextSequence = "Idle",
Events = {
{Time = 0.066, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_Start")) end},
{Time = 0.36, Callback = function(self) self:DoSound(Sound("MW19_357.Open")) end},
{Time = 0.63, Callback = function(self) self:DoSound(Sound("MW19_357.Ejectorrod")) end},
{Time = 0.73, Callback = function(self) self:DoSound(Sound("MW19_357.Shelleject")) end},
{Time = 1.96, Callback = function(self) self:DoSound(Sound("MW19_357.Speedloader")) end},
{Time = 2.56, Callback = function(self) self:DoSound(Sound("MW19_357.Close")) end},
{Time = 2.7, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_End")) end}
}
},
["Reload_Empty_Fast"] = {
Sequences = {"reload_fast"},
Length = 2,
Fps = 30,
MagLength = 1.33,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_Start_Fast")) end},
{Time = 0.2, Callback = function(self) self:DoSound(Sound("MW19_357.Open_Fast")) end},
{Time = 0.4, Callback = function(self) self:DoSound(Sound("MW19_357.Ejectorrod_Fast")) end},
{Time = 0.46, Callback = function(self) self:DoSound(Sound("MW19_357.Shelleject_Fast")) end},
{Time = 0.96, Callback = function(self) self:DoSound(Sound("MW19_357.Speedloader_Fast")) end},
{Time = 1.45, Callback = function(self) self:DoSound(Sound("MW19_357.Close_Fast")) end},
{Time = 1.66, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_End_Fast")) end}
}
},
["Fire"] = {
Sequences = {"fire"},
Fps = 60,
NextSequence = "Idle",
Events = {
{
Time = 0,
Callback = function(self)
self:DoParticle("MuzzleFlash", "muzzle")
end
}
}
},
["Charge"] = {
Sequences = {"charge"},
Fps = 60,
NextSequence = "Idle"
},
["Ads_In"] = {
Sequences = {"ads_in"},
Length = 0.3,
Fps = 45,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_P320.ADS_Up")) end}
}
},
["Ads_Out"] = {
Sequences = {"ads_out"},
Length = 0.3,
Fps = 45,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_P320.ADS_Down")) end}
}
},
["Sprint_In"] = {
Sequences = {"sprint_in"},
Fps = 30
--NextSequence = "Sprint_Loop",
},
["Sprint_Loop"] = {
Sequences = {"sprint_loop"},
Fps = 26,
NextSequence = "Sprint_Loop" --make our state loop
--while sprinting, the playback rate of the viewmodel is scaled with velocity (cod-like behaviour)
},
["Sprint_Out"] = {
Sequences = {"sprint_out"},
Length = 0.3,
Fps = 24,
NextSequence = "Idle",
},
["Inspect"] = {
Sequences = {"inspect"},
Length = 5,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_357.Inspect01")) end},
{Time = 1, Callback = function(self) self:DoSound(Sound("MW19_357.Inspect02")) end},
{Time = 2, Callback = function(self) self:DoSound(Sound("MW19_357.Inspect03")) end},
{Time = 3.65, Callback = function(self) self:DoSound(Sound("MW19_357.Inspect04")) end}
}
},
["Jog_Out"] = {
Sequences = {"jog_out"},
Fps = 30,
NextSequence = "Idle"
},
["Jump"] = {
Sequences = {"jump"},
Fps = 15,
NextSequence = "Idle"
},
["Land"] = {
Sequences = {"jump_land"},
Fps = 30,
NextSequence = "Idle"
},
["Melee"] = {
Sequences = {"melee_miss_01", "melee_miss_02"},
Length = 0.6, --if melee misses
Size = 15,
Range = 40,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Miss_Small")) end}
}
},
["Melee_Hit"] = {
Sequences = {"melee_hit_01", "melee_hit_02"},
Length = 0.3, --if melee hits
Damage = 45,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Flesh_Small")) end}
}
},
}

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AddCSLuaFile()
function SWEP:doSuppressorStats()
self.Primary.Sound = Sound("MW19_Deagle.Fire_S")
self.Reverb = {
RoomScale = 50000,
Sounds = {
Outside = {
Layer = Sound("Atmo_Pistol_Mag_Sup.Outside"),
Reflection = Sound("Reflection_ARSUP.Outside")
},
Inside = {
Layer = Sound("Atmo_Pistol_Sup.Inside"),
Reflection = Sound("Reflection_ARSUP.Inside")
}
}
}
self.ParticleEffects.MuzzleFlash = "mw_fas2_muzzleflash_suppressed"
end
SWEP.Customization = {
{"att_perk", "att_vm_pi_cpapa_soh", "att_perk_fmj", "att_perk_ricochet", "att_perk_fastswap"},
{"att_receiver"},
{"attachment_vm_pi_cpapa_mag", "attachment_vm_pi_cpapa_loader_snake"},
{"att_stock", "att_vm_pi_cpapa_stock01", "att_vm_pi_cpapa_stock02"},
{"att_muzzle", "att_vm_flashhider01_pstl", "att_vm_compensator01_pstl", "att_vm_muzzlebrake01_pstl", "att_vm_oil_filter_suppressor"},
{"att_sight", "attachment_vm_pi_cpapa_scope", "att_vm_minireddot01", "att_vm_minireddot02", "att_vm_minireddot03"},
{"att_vm_pi_cpapa_barrel01", "att_vm_pi_cpapa_barrel_long", "att_vm_pi_cpapa_barrel_short", "att_vm_pi_cpapa_barrel02"},
{"att_laser", "att_vm_pi_cpapa_laser01", "att_vm_pi_cpapa_laser02", "att_vm_pi_cpapa_laser03"}
}
--NECESSARY: it loads custom attachments from other authors
require("mw_utils")
mw_utils.LoadInjectors(SWEP)
--[[SWEP.Customization = {
["Barrel"] = {
Slot = 4,
{
Key = "attachment_vm_pi_cpapa_barrel"
},
{
Key = "attachment_vm_pi_cpapa_barrel_long",
Stats = function(self)
self.Customization.Laser[2].Bodygroups.laser_rail = 1
self.Customization.Laser[3].Bodygroups.laser_rail = 1
self.Customization.Laser[4].Bodygroups.laser_rail = 1
end
},
{
Key = "attachment_vm_pi_cpapa_shortbarrel",
Stats = function(self)
self.Customization.Laser[2].Bodygroups.laser_rail = 2
self.Customization.Laser[3].Bodygroups.laser_rail = 2
self.Customization.Laser[4].Bodygroups.laser_rail = 2
end
},
{
Key = "attachment_vm_pi_cpapa_barrel_v2",
Stats = function(self)
self.Customization.Laser[2].Bodygroups.laser_rail = 0
self.Customization.Laser[3].Bodygroups.laser_rail = 0
self.Customization.Laser[4].Bodygroups.laser_rail = 0
end
}
},
["Optic"] = {
Slot = 5,
{
Key = "no_optic",
},
{
Key = "attachment_vm_minireddot01",
Bodygroups = {
["rail"] = 1
},
Stats = function(self)
self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.8)
end
},
{
Key = "attachment_vm_minireddot02",
Bodygroups = {
["rail"] = 1
},
Stats = function(self)
self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.75)
end
},
{
Key = "attachment_vm_minireddot03",
Bodygroups = {
["rail"] = 1
},
Stats = function(self)
self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.75)
end
},
{
Key = "attachment_vm_reflex_west02_lod0",
Bodygroups = {
["rail"] = 1
},
Stats = function(self)
self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.95)
end
},
{
Key = "attachment_vm_holo_west_lod0",
Bodygroups = {
["rail"] = 1
},
VElement = {
Bone = "tag_reflex",
Position = Vector(0, 0, 0),
Angles = Angle(),
Offsets = {
["Barrel"] = {
}
}
},
Stats = function(self)
self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -1.45)
end
},
{
Key = "attachment_vm_reflex_east02_lod0",
Bodygroups = {
["rail"] = 1
},
Stats = function(self)
self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -1.05)
end
},
{
Key = "attachment_vm_reflex_east",
Bodygroups = {
["rail"] = 1
},
Stats = function(self)
self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -1.3)
end
},
{
Key = "attachment_vm_4x_east",
Bodygroups = {
["rail"] = 1
},
VElement = {
Bone = "tag_reflex",
Position = Vector(0, 0, 0),
Angles = Angle(),
Offsets = {
["Barrel"] = {
}
}
},
Stats = function(self)
self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0.13, 0, -1.13)
end
},
{
Key = "attachment_vm_4x_west",
Bodygroups = {
["rail"] = 1
},
VElement = {
Bone = "tag_reflex",
Position = Vector(0, 0, 0),
Angles = Angle(),
Offsets = {
["Barrel"] = {
}
}
},
Stats = function(self)
self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0.015, 0, -1.22)
end
},
{
Key = "attachment_vm_4x_west02",
Bodygroups = {
["rail"] = 1
},
VElement = {
Bone = "tag_reflex",
Position = Vector(0, 0, 0),
Angles = Angle(),
Offsets = {
["Barrel"] = {
}
}
},
Stats = function(self)
self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -1.11)
end
}
},
["Laser"] = {
Slot = 6,
{
Key = "no_laser",
},
{
Key = "attachment_vm_laser_pstl",
VElement = {
Bone = "tag_laser_attach",
Position = Vector(0, 0, 0),
Angles = Angle(),
Offsets = {
["Barrel"] = {
[2] = {Vector(0, 0, 0), Angle()},
[3] = {Vector(0, 0, 0), Angle()},
[4] = {Vector(0, 0, 0), Angle()}
}
}
},
Bodygroups = {
["laser_rail"] = 1
},
Stats = function(self)
end
},
{
Key = "attachment_vm_laser_pstl03",
VElement = {
Bone = "tag_laser_attach",
Position = Vector(0, 0, 0),
Angles = Angle(),
Offsets = {
["Barrel"] = {
[2] = {Vector(0, 0, 0), Angle()},
[3] = {Vector(0, 0, 0), Angle()},
[4] = {Vector(0, 0, 0), Angle()}
}
}
},
Bodygroups = {
["laser_rail"] = 1
},
Stats = function(self)
end
},
{
Key = "attachment_vm_laser_pstl04",
VElement = {
Bone = "tag_laser_attach",
Position = Vector(0, 0, 0),
Angles = Angle(),
Offsets = {
["Barrel"] = {
[2] = {Vector(0, 0, 0), Angle()},
[3] = {Vector(0, 0, 0), Angle()},
[4] = {Vector(0, 0, 0), Angle()}
}
}
},
Bodygroups = {
["laser_rail"] = 1
},
Stats = function(self)
end
}
},
["Muzzle"] = {
Slot = 3,
{
Key = "no_muzzle",
},
{
Key = "attachment_vm_flashhider_psl01",
VElement = {
Bone = "tag_silencer",
Position = Vector(0, 0, 0),
Angles = Angle(),
Offsets = {
["Barrel"] = {
[2] = {Vector(0, 1.85, 0), Angle()},
[3] = {Vector(0, -1, 0), Angle()},
[4] = {Vector(0, 0, 0), Angle()}
}
}
},
Stats = function(self)
self.ParticleEffects.MuzzleFlash = "mw_fas2_muzzleflash_suppressed"
end
},
{
Key = "attachment_vm_muzzlebrake_pstl01",
VElement = {
Bone = "tag_silencer",
Position = Vector(0, 0, 0),
Angles = Angle(),
Offsets = {
["Barrel"] = {
[2] = {Vector(0, 1.85, 0), Angle()},
[3] = {Vector(0, -1, 0), Angle()},
[4] = {Vector(0, 0, 0), Angle()}
}
}
},
Stats = function(self)
end
},
{
Key = "attachment_vm_compensator_pstl01",
VElement = {
Bone = "tag_silencer",
Position = Vector(0, 0, 0),
Angles = Angle(),
Offsets = {
["Barrel"] = {
[2] = {Vector(0, 1.85, 0), Angle()},
[3] = {Vector(0, -1, 0), Angle()},
[4] = {Vector(0, 0, 0), Angle()}
}
}
},
Stats = function(self)
end
},
},
["Perk"] = {
Slot = 1,
{
Key = "no_perk",
},
{
Key = "perk_soh",
Stats = function(self)
self.Animations.Reload = self.Animations.Reload_Fast
self.Animations.Reload_Empty = self.Animations.Reload_Empty_Fast
self.Animations.Reload_XmagLrg = self.Animations.Reload_XmagLrg_Fast
self.Animations.Reload_Empty_XmagLrg = self.Animations.Reload_Empty_XmagLrg_Fast
self.Animations.Reload_Xmag = self.Animations.Reload_Xmag_Fast
self.Animations.Reload_Empty_Xmag = self.Animations.Reload_Empty_Xmag_Fast
end
},
{
Key = "perk_fastmelee",
Stats = function(self)
end
},
{
Key = "perk_heavymelee",
Stats = function(self)
end
},
{
Key = "perk_fmj",
Stats = function(self)
end
}
},
["Grip"] = {
Slot = 2,
{
Key = "attachment_vm_pi_cpapa_grip",
Stats = function(self)
end
},
{
Key = "attachment_vm_pi_cpapa_grip_stock",
Stats = function(self)
end
},
{
Key = "attachment_vm_pi_cpapa_stockl",
Stats = function(self)
end
},
},
-- ["Camo"] = {
-- Slot = 8,
-- {
-- Key = "no_camo",
-- },
-- {
-- Key = "camo_jermasus",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "camo_digital",
-- Stats = function(self)
-- end
-- }
-- },
}
]]

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AddCSLuaFile()
PrecacheParticleSystem("AC_muzzle_pistol")
PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel")
include("animations.lua")
include("customization.lua")
require("mw_utils")
mw_utils.LoadInjectors(SWEP)
if CLIENT then
killicon.Add( "mg_357", "VGUI/entities/mg_357", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_pi_cpapa")
end
SWEP.Base = "mg_base"
SWEP.PrintName = ".357"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Pistols"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_357.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_357.mdl")
SWEP.Slot = 1
SWEP.HoldType = "Revolver"
SWEP.ParticleEffects = {
["MuzzleFlash"] = "mw_fas2_muzzleflash_pistol",
["MuzzleFlash_Suppressed"] = "mw_fas2_muzzleflash_suppressed",
}
SWEP.Trigger = {
PressedSound = Sound("wfoly_plr_pi_cpapa_charge_in_01"),
PressedAnimation = "Charge",
Time = 0.075
}
SWEP.Primary.Sound = Sound("weap_cpapa_fire_plr")
SWEP.Primary.Ammo = "357"
SWEP.Primary.ClipSize = 6
SWEP.Primary.Automatic = false
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 150
SWEP.CanChamberRound = false
SWEP.CanDisableAimReload = true
SWEP.Reverb = {
RoomScale = 50000, --(cubic hu)
--how big should an area be before it is categorized as 'outside'?
Sounds = {
Outside = {
Layer = Sound("Atmo_Pistol_Mag.Outside"),
Reflection = Sound("Reflection_Pistol.Outside")
},
Inside = {
Layer = Sound("Atmo_Shotgun.Inside"),
Reflection = Sound("Reflection_Shotgun.Inside")
}
}
}
SWEP.Firemodes = {
[1] = {
Name = "Semi Auto",
OnSet = function()
return nil
end
},
}
SWEP.BarrelSmoke = {
Particle = "AC_muzzle_pistol_smoke_barrel",
Attachment = "muzzle",
ShotTemperatureIncrease = 100,
TemperatureThreshold = 100, --temperature that triggers smoke
TemperatureCooldown = 100 --degrees per second
}
SWEP.Cone = {
Hip = 0.3, --accuracy while hip
Ads = 0.085, --accuracy while aiming
Increase = 0.08, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.25, --multiply the increase value by this amount while aiming
Max = 2, --the cone size will not go beyond this size
Decrease = 2, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 61543 --just give this a random number
}
SWEP.Recoil = {
Vertical = {0.2, 0.4}, --random value between the 2
Horizontal = {-0.4, 0.4}, --random value between the 2
Shake = 2.4, --camera shake
AdsMultiplier = 4, --multiply the values by this amount while aiming
Seed = 610312 --give this a random number until you like the current recoil pattern
}
SWEP.Bullet = {
Damage = {100, 28}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
EffectiveRange = 35, --in meters, damage scales within this distance
DropOffStartRange = 12, --in meters, damage scales within this distance
Range = 100, --in meters, after this distance the bullet stops existing
Tracer = false, --show tracer
NumBullets = 1, --the amount of bullets to fire
PhysicsMultiplier = 0.5, --damage is multiplied by this amount when pushing objects
HeadshotMultiplier = 1,
Penetration = {
DamageMultiplier = 0.95, --how much damaged is multipled by when leaving a surface.
MaxCount = 6, --how many times the bullet can penetrate.
Thickness = 14, --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_pistol_offset",
Angles = Angle(0, 90, -90),
Pos = Vector(4.5, -3, -2.5)
}
SWEP.ViewModelOffsets = {
Aim = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, -4, 0)
},
Idle = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 0, 0)
},
Inspection = {
Bone = "tag_pistol_offset",
X = {
[0] = {Pos = Vector(0, 2, -2), Angles = Angle(30, 0, -30)},
[1] = {Pos = Vector(0, 0, 0), Angles = Angle(0, 0, 0)}
},
Y = {
[0] = {Pos = Vector(2, 0, 0), Angles = Angle(-30, -30, 0)},
[1] = {Pos = Vector(-4, 0, 0), Angles = Angle(0, 30, 0)}
}
},
RecoilMultiplier = 1,
KickMultiplier = 1
}
SWEP.Shell = "mwb_shelleject_50bmg"