Залив

This commit is contained in:
Refosel
2026-03-30 10:39:52 +03:00
commit 2b57c019cb
2010 changed files with 185745 additions and 0 deletions

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ATTACHMENT.Base = "att_barrel"
ATTACHMENT.Name = "ZLR 16 Apex"
ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_barlong.mdl")
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_barlong.vmt")
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.Bullet.EffectiveRange = weapon.Bullet.EffectiveRange * 1.12
weapon.Bullet.DropOffStartRange = weapon.Bullet.DropOffStartRange * 1.12
weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.92
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.92
weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.9
weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.9
end
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
-- weapon:SetGripPoseParameter("grip_smg_pose_offset")
end

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ATTACHMENT.Base = "att_barrel"
ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_barrel.mdl")

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ATTACHMENT.Base = "att_barrel"
ATTACHMENT.Name = "ZLR 18 Deadfall"
ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_barsil.mdl")
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_barsil.vmt")
ATTACHMENT.ExcludedCategories = {"Muzzle Devices"}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.Bullet.EffectiveRange = weapon.Bullet.EffectiveRange * 1.14
weapon.Bullet.DropOffStartRange = weapon.Bullet.DropOffStartRange * 1.14
weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.92
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.92
weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.92
weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.92
weapon.Cone.Hip = weapon.Cone.Hip * 0.75
weapon.Cone.Increase = weapon.Cone.Increase * 0.75
weapon:doSuppressorStats()
end

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ATTACHMENT.Base = "att_vm_angledgrip01"
ATTACHMENT.Bodygroups = {
["tag_grip_hide"] = 1,
["tag_grip_attach"] = 1
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
end
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
weapon:SetGripPoseParameter("grip_ang_offset")
end

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ATTACHMENT.Base = "att_vm_angledgrip02"
ATTACHMENT.Bodygroups = {
["tag_grip_hide"] = 1,
["tag_grip_attach"] = 1
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
end
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
weapon:SetGripPoseParameter("grip_ang_offset")
end

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ATTACHMENT.Base = "att_vm_bipodgrip"
ATTACHMENT.Bodygroups = {
["tag_grip_hide"] = 1,
["tag_grip_attach"] = 1
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
end
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
weapon:SetGripPoseParameter("grip_vert_offset")
end

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ATTACHMENT.Base = "att_vm_stubbygrip01"
ATTACHMENT.Bodygroups = {
["tag_grip_hide"] = 1,
["tag_grip_attach"] = 1
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
end
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
weapon:SetGripPoseParameter("grip_vertpro_offset")
end

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ATTACHMENT.Base = "att_vm_stubbygrip02"
ATTACHMENT.Bodygroups = {
["tag_grip_hide"] = 1,
["tag_grip_attach"] = 1
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
end
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
weapon:SetGripPoseParameter("grip_vertpro_offset")
end

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ATTACHMENT.Base = "att_vm_vertgrip01"
ATTACHMENT.Bodygroups = {
["tag_grip_hide"] = 1,
["tag_grip_attach"] = 1
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
end
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
weapon:SetGripPoseParameter("grip_vert_offset")
end

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ATTACHMENT.Base = "att_vm_vertgrip02"
ATTACHMENT.Bodygroups = {
["tag_grip_hide"] = 1,
["tag_grip_attach"] = 1
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
end
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
weapon:SetGripPoseParameter("grip_vert_offset")
end

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ATTACHMENT.Base = "att_vm_vertgrip03"
ATTACHMENT.Bodygroups = {
["tag_grip_hide"] = 1,
["tag_grip_attach"] = 1
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
end
function ATTACHMENT:PostProcess(weapon)
BaseClass.PostProcess(self, weapon)
weapon:SetGripPoseParameter("grip_vert_offset")
end

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ATTACHMENT.Base = "att_vm_laser01_cylinder"
ATTACHMENT.Bodygroups ={
["tag_laser"] = 1
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.LaserAimAngles = Angle(-0.3, 0.05, -45)
weapon.LaserAimPos = Vector(-2, 0, 0)
end

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ATTACHMENT.Base = "att_vm_laser02_cylinder"
ATTACHMENT.Bodygroups ={
["tag_laser"] = 1
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.LaserAimAngles = Angle(-0.3, 0.05, -45)
weapon.LaserAimPos = Vector(-2, 0, 0)
end

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ATTACHMENT.Base = "att_vm_laser03_cylinder"
ATTACHMENT.Bodygroups ={
["tag_laser"] = 1
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.LaserAimAngles = Angle(-0.3, 0.05, -45)
weapon.LaserAimPos = Vector(-2, 0, 0)
end

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ATTACHMENT.Base = "att_magazine"
ATTACHMENT.Name = "40 Round Drums"
ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_drummag.mdl")
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_drummag.vmt")
ATTACHMENT.BulletList = {
[0] = {"j_bullet1"},
[1] = {"j_bullet2"},
[2] = {"j_bullet3"},
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.Primary.ClipSize = 40
weapon.Animations.Reload = weapon.Animations.Reload_Drum
weapon.Animations.Reload_Empty = weapon.Animations.Reload_Empty_Drum
weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.89
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.89
weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.9
weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.9
weapon.Animations.Reload.Fps = weapon.Animations.Reload.Fps * 0.9
weapon.Animations.Reload_Empty.Fps = weapon.Animations.Reload_Empty.Fps * 0.9
end

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ATTACHMENT.Base = "att_magazine"
ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_mag.mdl")
ATTACHMENT.BulletList = {
[0] = {"j_bullet1"},
[1] = {"j_bullet2"},
[2] = {"j_bullet3"},
}

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ATTACHMENT.Base = "att_magazine"
ATTACHMENT.Name = "9mm Hollow Point 12-R Mags"
ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_smags.mdl")
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_smags.vmt")
ATTACHMENT.BulletList = {
[0] = {"j_bullet1"},
[1] = {"j_bullet2"},
[2] = {"j_bullet3"},
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.Primary.RPM = weapon.Primary.RPM - 511
weapon.Primary.ClipSize = 12
weapon.Animations.Reload = weapon.Animations.Reload_Smag
weapon.Animations.Reload_Empty = weapon.Animations.Reload_Empty_Smag
weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 1.1
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 1.1
weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 1.15
weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 1.15
weapon.Recoil.Vertical[1] = weapon.Recoil.Vertical[1] * 0.7
weapon.Recoil.Vertical[2] = weapon.Recoil.Vertical[2] * 0.7
weapon.Recoil.Horizontal[1] = weapon.Recoil.Horizontal[1] * 0.7
weapon.Recoil.Horizontal[2] = weapon.Recoil.Horizontal[2] * 0.7
weapon.Bullet.Damage[1] = weapon.Bullet.Damage[1] * 1.2
weapon.Bullet.Damage[2] = weapon.Bullet.Damage[2] * 1.1
weapon.Animations.Reload.Fps = weapon.Animations.Reload.Fps * 1.1
weapon.Animations.Reload_Empty.Fps = weapon.Animations.Reload_Empty.Fps * 1.1
end

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ATTACHMENT.Base = "att_muzzle"
ATTACHMENT.Name = "ZLR Sabre"
ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_suppressor.mdl")
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_suppressor.vmt")
ATTACHMENT.BonemergeToCategory = {"Barrels"}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.Bullet.EffectiveRange = weapon.Bullet.EffectiveRange * 1.08
weapon.Bullet.DropOffStartRange = weapon.Bullet.DropOffStartRange * 1.08
weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.95
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.95
weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.92
weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.92
weapon.Recoil.Vertical[1] = weapon.Recoil.Vertical[1] * 0.95
weapon.Recoil.Vertical[2] = weapon.Recoil.Vertical[2] * 0.95
weapon:doSuppressorStats()
end

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ATTACHMENT.Base = "att_perk_soh"
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.Animations.Reload = weapon.Animations.Reload_Fast
weapon.Animations.Reload_Empty = weapon.Animations.Reload_Empty_Fast
weapon.Animations.Reload_Drum = weapon.Animations.Reload_Drum_Fast
weapon.Animations.Reload_Empty_Drum = weapon.Animations.Reload_Empty_Drum_Fast
weapon.Animations.Reload_Smag = weapon.Animations.Reload_Smag_Fast
weapon.Animations.Reload_Empty_Smag = weapon.Animations.Reload_Empty_Smag_Fast
end

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ATTACHMENT.Base = "att_stock"
ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_stock.mdl")

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ATTACHMENT.Base = "att_stock"
ATTACHMENT.Name = "FTAC C6 Carbine PRO"
ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_stockh.mdl")
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_stockh.vmt")
ATTACHMENT.Bodygroups = {
["tag_stock"] = 1
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.95
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.95
weapon.Recoil.Vertical[1] = weapon.Recoil.Vertical[1] * 0.95
weapon.Recoil.Vertical[2] = weapon.Recoil.Vertical[2] * 0.95
weapon.Recoil.Horizontal[1] = weapon.Recoil.Horizontal[1] * 0.95
weapon.Recoil.Horizontal[2] = weapon.Recoil.Horizontal[2] * 0.95
end

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ATTACHMENT.Base = "att_stock"
ATTACHMENT.Name = "No Stock"
ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_stockno.mdl")
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_stockno.vmt")
ATTACHMENT.Bodygroups = {
["tag_stock"] = 1
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.Recoil.AdsMultiplier = weapon.Recoil.AdsMultiplier * 1.5
weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 1.26
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 1.26
weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 1.26
weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 1.26
end

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ATTACHMENT.Base = "att_stock"
ATTACHMENT.Name = "Forge TAC CQS"
ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_stocks.mdl")
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_stocks.vmt")
ATTACHMENT.Bodygroups = {
["tag_stock"] = 1
}
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 1.09
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 1.09
weapon.Recoil.Vertical[1] = weapon.Recoil.Vertical[1] * 1.05
weapon.Recoil.Vertical[2] = weapon.Recoil.Vertical[2] * 1.05
weapon.Recoil.Horizontal[1] = weapon.Recoil.Horizontal[1] * 1.05
weapon.Recoil.Horizontal[2] = weapon.Recoil.Horizontal[2] * 1.05
end

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ATTACHMENT.Base = "att_stock"
ATTACHMENT.Name = "ZLR Blade"
ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_stocksn.mdl")
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_stocksn.vmt")
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
function ATTACHMENT:Stats(weapon)
BaseClass.Stats(self, weapon)
weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.95
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.95
weapon.Recoil.AdsMultiplier = weapon.Recoil.AdsMultiplier * 0.85
weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.92
weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.92
end