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227
lua/weapons/mg_357/animations.lua
Normal file
227
lua/weapons/mg_357/animations.lua
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@@ -0,0 +1,227 @@
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AddCSLuaFile()
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SWEP.Animations = {
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["Idle"] = {--idle is a special animation index, movement animations are played when this is on
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Sequences = {"idle"},
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Fps = 30
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--does not need NextSequence to loop, it's an exception to the rule
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},
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["Draw"] = {
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Sequences = {"draw"},
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Length = 0.5,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_357.Raise")) end}
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}
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},
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["Holster"] = {
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Sequences = {"holster"},
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Length = 0.4,
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Fps = 30,
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_357.Drop")) end}
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}
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},
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["Equip"] = {
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Sequences = {"draw_First"},
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Length = 1.5,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_357.Raise_First.Up")) end},
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{Time = 0.4, Callback = function(self) self:DoSound(Sound("MW19_357.Raise_First.Open")) end},
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{Time = 0.4, Callback = function(self) self:DoSound(Sound("MW19_357.Raise_First.Close")) end},
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{Time = 0.53, Callback = function(self) self:DoSound(Sound("MW19_357.Raise_First.End")) end}
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}
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},
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["Reload"] = {
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Sequences = {"reload"},
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Length = 3,
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Fps = 30,
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MagLength = 2.2,
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NextSequence = "Idle",
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Events = {
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{Time = 0.066, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_Start")) end},
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{Time = 0.36, Callback = function(self) self:DoSound(Sound("MW19_357.Open")) end},
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{Time = 0.63, Callback = function(self) self:DoSound(Sound("MW19_357.Ejectorrod")) end},
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{Time = 0.73, Callback = function(self) self:DoSound(Sound("MW19_357.Shelleject")) end},
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{Time = 1.96, Callback = function(self) self:DoSound(Sound("MW19_357.Speedloader")) end},
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{Time = 2.56, Callback = function(self) self:DoSound(Sound("MW19_357.Close")) end},
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{Time = 2.7, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_End")) end}
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}
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},
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["Reload_Fast"] = {
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Sequences = {"reload_fast"},
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Length = 2,
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Fps = 30,
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MagLength = 1.33,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_Start_Fast")) end},
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{Time = 0.2, Callback = function(self) self:DoSound(Sound("MW19_357.Open_Fast")) end},
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{Time = 0.4, Callback = function(self) self:DoSound(Sound("MW19_357.Ejectorrod_Fast")) end},
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{Time = 0.46, Callback = function(self) self:DoSound(Sound("MW19_357.Shelleject_Fast")) end},
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{Time = 0.96, Callback = function(self) self:DoSound(Sound("MW19_357.Speedloader_Fast")) end},
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{Time = 1.45, Callback = function(self) self:DoSound(Sound("MW19_357.Close_Fast")) end},
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{Time = 1.66, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_End_Fast")) end}
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}
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},
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["Reload_Empty"] = {
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Sequences = {"reload"},
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Length = 3,
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Fps = 30,
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MagLength = 2.2,
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NextSequence = "Idle",
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Events = {
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{Time = 0.066, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_Start")) end},
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{Time = 0.36, Callback = function(self) self:DoSound(Sound("MW19_357.Open")) end},
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{Time = 0.63, Callback = function(self) self:DoSound(Sound("MW19_357.Ejectorrod")) end},
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{Time = 0.73, Callback = function(self) self:DoSound(Sound("MW19_357.Shelleject")) end},
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{Time = 1.96, Callback = function(self) self:DoSound(Sound("MW19_357.Speedloader")) end},
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{Time = 2.56, Callback = function(self) self:DoSound(Sound("MW19_357.Close")) end},
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{Time = 2.7, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_End")) end}
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}
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},
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["Reload_Empty_Fast"] = {
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Sequences = {"reload_fast"},
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Length = 2,
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Fps = 30,
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MagLength = 1.33,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_Start_Fast")) end},
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{Time = 0.2, Callback = function(self) self:DoSound(Sound("MW19_357.Open_Fast")) end},
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{Time = 0.4, Callback = function(self) self:DoSound(Sound("MW19_357.Ejectorrod_Fast")) end},
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{Time = 0.46, Callback = function(self) self:DoSound(Sound("MW19_357.Shelleject_Fast")) end},
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{Time = 0.96, Callback = function(self) self:DoSound(Sound("MW19_357.Speedloader_Fast")) end},
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{Time = 1.45, Callback = function(self) self:DoSound(Sound("MW19_357.Close_Fast")) end},
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{Time = 1.66, Callback = function(self) self:DoSound(Sound("MW19_357.Reload_End_Fast")) end}
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}
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},
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["Fire"] = {
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Sequences = {"fire"},
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Fps = 60,
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NextSequence = "Idle",
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Events = {
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{
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Time = 0,
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Callback = function(self)
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self:DoParticle("MuzzleFlash", "muzzle")
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end
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}
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}
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},
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["Charge"] = {
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Sequences = {"charge"},
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Fps = 60,
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NextSequence = "Idle"
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},
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["Ads_In"] = {
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Sequences = {"ads_in"},
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Length = 0.3,
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Fps = 45,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_P320.ADS_Up")) end}
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}
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},
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["Ads_Out"] = {
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Sequences = {"ads_out"},
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Length = 0.3,
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Fps = 45,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_P320.ADS_Down")) end}
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}
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},
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["Sprint_In"] = {
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Sequences = {"sprint_in"},
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Fps = 30
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--NextSequence = "Sprint_Loop",
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},
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["Sprint_Loop"] = {
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Sequences = {"sprint_loop"},
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Fps = 26,
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NextSequence = "Sprint_Loop" --make our state loop
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--while sprinting, the playback rate of the viewmodel is scaled with velocity (cod-like behaviour)
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},
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["Sprint_Out"] = {
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Sequences = {"sprint_out"},
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Length = 0.3,
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Fps = 24,
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NextSequence = "Idle",
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},
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["Inspect"] = {
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Sequences = {"inspect"},
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Length = 5,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_357.Inspect01")) end},
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{Time = 1, Callback = function(self) self:DoSound(Sound("MW19_357.Inspect02")) end},
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{Time = 2, Callback = function(self) self:DoSound(Sound("MW19_357.Inspect03")) end},
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{Time = 3.65, Callback = function(self) self:DoSound(Sound("MW19_357.Inspect04")) end}
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}
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},
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["Jog_Out"] = {
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Sequences = {"jog_out"},
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Fps = 30,
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NextSequence = "Idle"
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},
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["Jump"] = {
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Sequences = {"jump"},
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Fps = 15,
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NextSequence = "Idle"
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},
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["Land"] = {
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Sequences = {"jump_land"},
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Fps = 30,
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NextSequence = "Idle"
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},
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["Melee"] = {
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Sequences = {"melee_miss_01", "melee_miss_02"},
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Length = 0.6, --if melee misses
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Size = 15,
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Range = 40,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Miss_Small")) end}
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}
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},
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["Melee_Hit"] = {
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Sequences = {"melee_hit_01", "melee_hit_02"},
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Length = 0.3, --if melee hits
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Damage = 45,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Flesh_Small")) end}
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}
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},
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}
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405
lua/weapons/mg_357/customization.lua
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405
lua/weapons/mg_357/customization.lua
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@@ -0,0 +1,405 @@
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AddCSLuaFile()
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function SWEP:doSuppressorStats()
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self.Primary.Sound = Sound("MW19_Deagle.Fire_S")
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self.Reverb = {
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RoomScale = 50000,
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Sounds = {
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Outside = {
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Layer = Sound("Atmo_Pistol_Mag_Sup.Outside"),
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Reflection = Sound("Reflection_ARSUP.Outside")
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},
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Inside = {
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Layer = Sound("Atmo_Pistol_Sup.Inside"),
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Reflection = Sound("Reflection_ARSUP.Inside")
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}
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}
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}
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self.ParticleEffects.MuzzleFlash = "mw_fas2_muzzleflash_suppressed"
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end
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SWEP.Customization = {
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{"att_perk", "att_vm_pi_cpapa_soh", "att_perk_fmj", "att_perk_ricochet", "att_perk_fastswap"},
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{"att_receiver"},
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{"attachment_vm_pi_cpapa_mag", "attachment_vm_pi_cpapa_loader_snake"},
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{"att_stock", "att_vm_pi_cpapa_stock01", "att_vm_pi_cpapa_stock02"},
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{"att_muzzle", "att_vm_flashhider01_pstl", "att_vm_compensator01_pstl", "att_vm_muzzlebrake01_pstl", "att_vm_oil_filter_suppressor"},
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{"att_sight", "attachment_vm_pi_cpapa_scope", "att_vm_minireddot01", "att_vm_minireddot02", "att_vm_minireddot03"},
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{"att_vm_pi_cpapa_barrel01", "att_vm_pi_cpapa_barrel_long", "att_vm_pi_cpapa_barrel_short", "att_vm_pi_cpapa_barrel02"},
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{"att_laser", "att_vm_pi_cpapa_laser01", "att_vm_pi_cpapa_laser02", "att_vm_pi_cpapa_laser03"}
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}
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--NECESSARY: it loads custom attachments from other authors
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require("mw_utils")
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mw_utils.LoadInjectors(SWEP)
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--[[SWEP.Customization = {
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["Barrel"] = {
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Slot = 4,
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{
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Key = "attachment_vm_pi_cpapa_barrel"
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},
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{
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Key = "attachment_vm_pi_cpapa_barrel_long",
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Stats = function(self)
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self.Customization.Laser[2].Bodygroups.laser_rail = 1
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self.Customization.Laser[3].Bodygroups.laser_rail = 1
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self.Customization.Laser[4].Bodygroups.laser_rail = 1
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end
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},
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{
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Key = "attachment_vm_pi_cpapa_shortbarrel",
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Stats = function(self)
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self.Customization.Laser[2].Bodygroups.laser_rail = 2
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self.Customization.Laser[3].Bodygroups.laser_rail = 2
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self.Customization.Laser[4].Bodygroups.laser_rail = 2
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end
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},
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{
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Key = "attachment_vm_pi_cpapa_barrel_v2",
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Stats = function(self)
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self.Customization.Laser[2].Bodygroups.laser_rail = 0
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self.Customization.Laser[3].Bodygroups.laser_rail = 0
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self.Customization.Laser[4].Bodygroups.laser_rail = 0
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end
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}
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},
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["Optic"] = {
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Slot = 5,
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{
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Key = "no_optic",
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},
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{
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Key = "attachment_vm_minireddot01",
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Bodygroups = {
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["rail"] = 1
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},
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Stats = function(self)
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self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.8)
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end
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},
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{
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Key = "attachment_vm_minireddot02",
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Bodygroups = {
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["rail"] = 1
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},
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Stats = function(self)
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self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.75)
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end
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},
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{
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Key = "attachment_vm_minireddot03",
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Bodygroups = {
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["rail"] = 1
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},
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Stats = function(self)
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self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.75)
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end
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},
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{
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Key = "attachment_vm_reflex_west02_lod0",
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Bodygroups = {
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["rail"] = 1
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},
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Stats = function(self)
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self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.95)
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end
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||||
},
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||||
{
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Key = "attachment_vm_holo_west_lod0",
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Bodygroups = {
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["rail"] = 1
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},
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VElement = {
|
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Bone = "tag_reflex",
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||||
Position = Vector(0, 0, 0),
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Angles = Angle(),
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Offsets = {
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["Barrel"] = {
|
||||
}
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||||
}
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||||
},
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||||
Stats = function(self)
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self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -1.45)
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||||
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
|
||||
-- }
|
||||
-- },
|
||||
}
|
||||
|
||||
]]
|
||||
157
lua/weapons/mg_357/shared.lua
Normal file
157
lua/weapons/mg_357/shared.lua
Normal file
@@ -0,0 +1,157 @@
|
||||
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"
|
||||
Reference in New Issue
Block a user