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Refosel
2026-03-30 10:39:52 +03:00
commit 2b57c019cb
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AddCSLuaFile()
PrecacheParticleSystem("AC_muzzle_rifle")
PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
PrecacheParticleSystem("AC_muzzle_pistol_ejection")
PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel")
include("animations.lua")
include("customization.lua")
if CLIENT then
killicon.Add( "mg_anovember94", "VGUI/entities/mg_anovember94", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_ar_anovember94")
end
SWEP.Base = "mg_base"
SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset", "grip_vertbutawesome_offset"}
SWEP.PrintName = "AN-94"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Assault Rifles"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_anovember94.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_anovember94.mdl")
SWEP.Trigger = {
PressedSound = Sound("mw19.anovember94.fire.first"),
ReleasedSound = Sound("mw19.anovember94.disconnector"),
Time = 0.025
}
SWEP.Slot = 2
SWEP.HoldType = "Rifle"
SWEP.Primary.Sound = Sound("mw19.anovember94.fire")
SWEP.Primary.Ammo = "Ar2"
SWEP.Primary.ClipSize = 30
SWEP.Primary.Automatic = true
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 560
SWEP.CanChamberRound = true
SWEP.ParticleEffects = {
["MuzzleFlash"] = "mw_fas2_muzzleflash_ar",
["MuzzleFlash_Suppressed"] = "mw_fas2_muzzleflash_suppressed",
["Ejection"] = "mw_ins2_shell_eject",
}
SWEP.Reverb = {
RoomScale = 50000, --(cubic hu)
--how big should an area be before it is categorized as 'outside'?
Sounds = {
Outside = {
Layer = Sound("Atmo_AR5.Outside"),
Reflection = Sound("Reflection_AR.Outside")
},
Inside = {
Layer = Sound("Atmo_AR.Inside"),
Reflection = Sound("Reflection_Shotgun.Inside")
}
}
}
local hyperRPM = 1000
SWEP.Firemodes = {
[1] = {
Name = "Full Auto",
OnSet = function()
return "Firemode_Auto"
end
},
[2] = {
Name = "2rnd Burst",
OnSet = function(self)
self.Primary.Automatic = false
self.Primary.RPM = hyperRPM
self.Primary.BurstRounds = 2
self.Primary.BurstDelay = 0.2
--self.Recoil.Shake = 2.5
--self.ViewModelOffsets.KickMultiplier = 3
--self.ViewModelOffsets.AdsKickMultiplier = 0
return "Firemode_Semi"
end
},
}
SWEP.DisableCantedReload = false
SWEP.BarrelSmoke = {
Particle = "AC_muzzle_pistol_smoke_barrel",
Attachment = "muzzle",
ShotTemperatureIncrease = 35,
TemperatureThreshold = 100, --temperature that triggers smoke
TemperatureCooldown = 100 --degrees per second
}
SWEP.Cone = {
Hip = 0.53, --accuracy while hip
Ads = 0.035, --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 = 56487 --just give this a random number
}
SWEP.Recoil = {
Vertical = {1, 1.5}, --random value between the 2
Horizontal = {-1.75, 1.75}, --random value between the 2
Shake = 1.15, --camera shake
AdsMultiplier = 0.35, --multiply the values by this amount while aiming
Seed = 8778456, --give this a random number until you like the current recoil pattern
ViewModelMultiplier = 1
}
SWEP.Bullet = {
Damage = {25, 14}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
DropOffStartRange = 18, --in meters, damage will start dropping off after this range
EffectiveRange = 45, --in meters, damage scales within this distance
Range = 180, --in meters, after this distance the bullet stops existing
Tracer = false, --show tracer
NumBullets = 1, --the amount of bullets to fire
PhysicsMultiplier = 1, --damage is multiplied by this amount when pushing objects
HeadshotMultiplier = 1,
Penetration = {
DamageMultiplier = 0.86, --how much damaged is multipled by when leaving a surface.
MaxCount = 5, --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 = 6.5
}
}
SWEP.WorldModelOffsets = {
Bone = "tag_sling",
Angles = Angle(0, 100, -90),
Pos = Vector(4,-3,-2)
}
SWEP.ViewModelOffsets = {
Aim = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 0, 0.02)
},
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 = 0.5,
KickMultiplier = 0.35,
AimKickMultiplier = 1
}
SWEP.Shell = "mwb_shelleject_545"
DEFINE_BASECLASS("mg_base")
-- SWEP.bEnableMagPoseParam = true
-- 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:GetViewModel():SetPoseParameter("bullets_offset", val)
for b = 1, 30, 1 do
local bone = "j_bullet0"..b
-- if (b < 10) then
-- bone = "j_bullet_0"..b
-- end
local bId = self:LookupBoneCached(self:GetViewModel(), bone)
if (bId != nil) then
self:GetViewModel():ManipulateBoneScale(bId, self:GetMaxClip1() - (val + 1) < b && tiny || normal)
end
end
end]]
function SWEP:PrimaryAttack(fromFallback)
if (self:GetFiremode() == 1) then
if (self:GetSprayRounds() < 1) then
self.Primary.RPM = hyperRPM
--self.Recoil.Shake = 2.5
else
local original = weapons.GetStored(self:GetClass())
self.Primary.RPM = original.Primary.RPM
--self.Recoil.Shake = original.Recoil.Shake
end
end
BaseClass.PrimaryAttack(self, fromFallback)
end